3. Definición -DT -GPS Stage 2 in the Design Thinking Process – Define the Problem by Synthesising Information An essential part of the Design Thinking process is the Define phase as this is the phase where you will explicitly express the problem that you and your team aim to address. In Design Thinking, the first phase is the research or Empathise phase, and then you move on to the Define phase, where you will use a wide variety of methods to help crystallise your essential findings from the research phase. Your goal is to synthesise and develop an understanding of who exactly you’re designing for and what your users really need. In order to be innovative and be able to create significant results which matter to your users, you must first define a specific and compelling problem statement, which you can then use as a guide for the solution that you are seeking to design. “Two goals of the define mode are to develop a deep understanding of your users and the design space and, based on that understanding, to come up with an actionable problem statement.” – d.school, Bootcamp Bootleg In the Define mode, your goal is to define a meaningful and actionable problem statement, which you and your team can focus on solving. The Define mode is about understanding the meaningful challenge you should address and the insights that you can—and should— leverage in your design work. When you learn how to master the definition of your problem or design challenge by constructing a problem statement, it will greatly improve your Design Thinking process and result. Why?—a precise definition of your problem statement will guide you and your team’s work and kick-start the ideation process in the right direction. It will invite clarity and focus into the design space. On the contrary, if you don’t pay enough attention to defining, you will work like a blind man stumbling in the dark. Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright terms and licence: CC BY-NC-SA 3.0 What is Defining? In the Define mode, you and your team will collect the information gathered during the first stage of the Design Thinking process, the Empathise stage. In the Define mode, you will analyse your observations and synthesise them so as to define the core problems you and your team have identified up to this point. “The define mode is when you unpack and synthesise your empathy findings into compelling needs and insights, and scope a specific and meaningful challenge. It is a mode of ‘focus’ rather than ‘flaring.’” – d.school, Bootcamp Bootleg The Define Mode is perhaps the most challenging part of the Design Thinking process, as the definition of a problem will require that you synthesise your observations about your users from the first stage, the Empathise Stage, in the Design Thinking process. Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright terms and licence: CC BY-NC-SA 3.0 Tim Brown, CEO of international design consultancy firm IDEO, wrote in his book Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation, that analysis and synthesis are “equally important, and each plays an essential role in the process of creating options and making choices.” Analysis in the Empathise Phase Analysis is about breaking down complex concepts and problems into smaller, easier-tounderstand constituents. We do that, for instance, during the first stage of the Design Thinking process, the Empathise stage, when we observe and document details relating to our users. “Empathy is the centerpiece of a human-centered design process. The Empathize mode is the work you do to understand people, within the context of your design challenge. It is your effort to understand the way they do things and why, their physical and emotional needs, how they think about world, and what is meaningful to them.” – d-school, An Introduction to Design Thinking PROCESS GUIDE The Empathise mode will help you to analyse, conduct relevant research, and become an instant expert on the subject and gain invaluable empathy for the person you are designing for. Define and Synthesise in the Define Phase Synthesis, on the other hand, is about creatively putting together your analysis and research in order to form whole ideas. This takes place during the Define stage, during which we organise, interpret, and make sense of the data we have gathered in order to create a problem statement. It takes practice and hard work to generate a precise and specific problem statement that makes sense of the widespread information we gathered during the Empathise mode: “The Define mode of the design process is all about bringing clarity and focus to the design space. It is your chance, and responsibility, as a design thinker to define the challenge you are taking on, based on what you have learned about your user and about the context.” – d-school, An Introduction to Design Thinking PROCESS GUIDE Although we mentioned that analysis takes place during the Empathise stage and synthesis takes place during the Define stage, they do not only happen during the distinct stages of Design Thinking. In fact, analysis and synthesis often take place consecutively throughout all stages of the Design Thinking process. Design Thinkers often analyse a situation before synthesising new insights, and then analyse their synthesised findings once more so as to create more, higher-level syntheses. Methods which will Help you Synthesise Your Research and Define Your Design Challenge There is a wealth of effective and fun methods which will help you synthesise and make sense of all the data you’ve gathered during your research. For example, it’s often relevant to tell the most significant and surprising user stories. Often, you will want to bring all of your data out into the open and visualise them in a mapping session with your fellow team members. You will develop empathy maps and personas based on your research about your users. You will immerse your personas in stories and flesh out the scenarios in which they find themselves. Once you understand the full scope of your users’ worlds, you can then form a problem bold statement which is also known as a Point Of View. You are then ready to proceed with crystallising your problem statement into inspirational How Might We questions. The How Might We questions will lead you on the way into the Ideation sessions, which follow in the next and third phase of the Design Thinking process. The Take Away Analysis and synthesis are equally important. Each of them play an essential role in the process of creating options, making choices and guiding you in defining your design challenge in a problem statement. Analysis involves researching and breaking down complex concepts and problems into smaller, easier-to-understand constituents. You will analyse, research, and gain empathy for the person you are designing for in the Empathise mode. Synthesis involves creatively putting your analysis and research pieces together in order to form whole ideas. You synthesise in the Define phase: You organise, interpret, discover connections and patterns and make sense of the data that you have gathered. Your goal in the Define phase is to create a problem statement, also known as a Point Of view. Your Point Of View will be your transit into crystallising inspirational How Might We questions, which will lead you into the Ideation sessions, which follows as the next and third phase of Design Thinking process. References & Where to Learn More IDEO, HCD Connect, Extract Key Insights Method Guide: http://www.hcdconnect.org/methods/extract-key-insi... OPEN IDEO, Design Challenges: https://openideo.com/challenge d.school, Bootcamp Bootleg, 2011: http://dschool.stanford.edu/wp-content/uploads/201... Idea.org, Methods, http://www.designkit.org/methods: http://www.designkit.org/methods Hero Image: Author/Copyright holder: gdsteam. Copyright terms and licence: CC BY 2.0 Methods to Help You Define Synthesise and Make Sense in Your Research So you’ve got piles of data gathered from the inspiring empathy research activities you’ve undertaken, and you’re blankly staring at the data thinking, “Where to from here …?” and “What do I do with all this information?” It’s time to bring all the research you’ve collected together and make sense of it all within the context of the design challenge that you and your team face. There are a variety of effective – and interesting – methods to help you synthesise and make sense of all the data you’ve gathered during your research. In Design Thinking, the first phase is the Research or Empathise phase, then you move on to the Define phase, in which you utilise several available methods to help you crystallise, synthesise, and summarise your understanding of who you’re designing for and what your users really need. For example, you can tell significant and surprising user stories. You will often want to bring all of your data out into the open and visualise it during mapping sessions with team members. You can, for example, develop empathy maps and personas based on your research about your users. It often makes sense to immerse your personas in stories and flesh out the scenarios they find themselves in. Once you understand the full scope of your users’ worlds, you can then form a problem statement which is also known as a Point Of View. You then proceed to crystallising your problem statement into inspirational How Might We questions. The How Might We questions will lead the way into the Ideation sessions, which follow in the next and third phase of Design Thinking process. In the following section, we’ll provide an introduction to the best Define methods. Share Inspiring User Stories Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright terms and licence: CC BY-NC-SA 3.0 One way of making sense of your data is to share with your team the most inspiring stories you’ve heard from the people you’re designing for. Think about user stories or experiences that have stuck with you: stories which surprised you, made you curious, or verified or falsified your assumptions. Please note, it’s also important to look for stories which falsify your previous assumptions as you don’t want to risk moving forward just confirming your own wishes without really paying attention to your users’ core stories and needs. Stories will most likely not provide you with the ultimate solutions to your design challenge, but chances are they’ll resonate with your team. At the international design company IDEO, team members share inspiring stories with each other so that user stories become part of their collective consciousness. The goal is to build a repository of stories for your team to draw from, tell, and retell. Capturing those resonant ideas and feelings, and building them into the very narrative of your team’s work helps everyone down the line. – IDEO.org Best Practice: Construct Your User Story Madlib Try to tell the most essential stories and consider them to be a series of steps within a broader system. • • • As a [who are they], he/she wants to [what do they want to do], so that [their end goal]. Example: As a freelance consultant, Peter wants to easily schedule meetings, so that he can ensure his schedule is always organised and effective. Example: As a corporate web designer, Lisa wants to improve the company’s website, so that users can easily find and get access to what they need. You can download and print the template for the method “Sharing Inspiring User Stories” which you and your team can use as a guide. Make sense in your Research by Creating Maps When you’ve developed a complex dataset during your initial research in the Design Thinking empathy mode, you will often have lots of interviews, actions, experiences and other information – constructing a map is generally a good method for making sense of the data. Mapping helps plot experiences, customer journeys, thought processes, a series of activities or actions and other related behaviour, as well as feelings, in one place. It would be useless having reams of data and not be able to understand the essence of it by extracting significant meaning from the data. This is a well-known issue in the business sector and synthesing methods can help you solve that problem. Affinity Diagrams and Space Saturate and Group – Clustering and Bundling Ideas and Facts The “space saturate and group” method’s goal is to get all of your observations and findings into one place: Immerse yourself in the chaos of information you’ve gathered during your research Empathise phase. Get all of the information out into the open and get visual. Create a collage of all of your observations, data, experiences, interviews, thoughts, insights, and stories. Write on post-its, drawyour insights, tell stories, and share artifacts. Your team should write and draw all relevant information on post-it notes and group the items one-by-one. You should name the groups, rank the groups, and seek to understand their relationships in order to condense insights, user needs, pain points, or look for gaps you haven’t addressed yet. The term “saturate” relates to the way everyone covers or saturates the “space” with their images and notes in order to create a wall of information to inform and start “grouping” the following problem-defining process. You then draw connections between these individual elements, or nodes, join the dots and develop new and deeper insights, which themselves help define the problem(s) and develop potential ideas for solutions. In other words, you go from analysis to synthesis. The method is also known as Affinity Diagram. Get all of your information out into the open and visualise it during mapping sessions with your team members, then try to build themes and understand needs. Rank your findings and visualise connections to help you synthesise and make sense in your research results. Empathy Map An Empathy map will help you understand your user’s needs whilst developing a deeper understanding of the person you are designing for. There are many techniques available for you to develop this type of empathy. An Empathy Map is one method that will help you define and synthesise your observations from your fieldwork and research phase, and draw out insights about your users’ needs. An empathy map consists of four quadrants, reflecting four key traits that the user possessed during the research stage. The four quadrants refer to what the user: Said, Did, Thought, and Felt. Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright terms and licence: CC BY-NC-SA 3.0 An empathy map consists of four quadrants which refer to what the users: Said, Did, Thought, and Felt. Personas Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright terms and licence: CC BY-NC-SA 3.0 Personas are fictional characters, which, based on your research, you create to represent the different user types that might use your service, product, site, or brand in a similar way. When you create personas you will understand your users’ needs, behaviours, and goals – it will help you step out of yourself. It helps you recognise that different people have different needs and expectations, and it helps you to identify with the user you’re designing for. Personas make the design task at hand less complex, they guide your ideation processes, and they help you achieve the goal of creating a good user experience for your target user group. Stories Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright terms and licence: CC BY-NC-SA 3.0 User stories are short stories that aim to insert the Persona into a situation in which he or she is using your product or aiming to fulfill the goal you seek to match. At this point, you should ignore minor details and get to the root of the who, what and why of the situation. Madlibs can be used to generate simple user stories which can serve as a guiding tool to ensure that the solution you seek to design meets the user’s needs and your insights about the user. Scenarios Scenarios expand on user stories and fill in many valuable human and environmental factors, which flesh out the story providing much more meaning for exploring various aspects of the solution. Scenarios provide us with the context within which our personas function, and how their experiences and needs play out. It helps us to visualise the Persona within a given context and how their various experiences play out. Scenarios relate to specific needs that the Persona is trying to fulfill with associated detail and this may prove helpful in understanding how to approach solutions. Define Your Point Of View (POV) Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright terms and licence: CC BY-NC-SA 3.0 By the end of your Define mode, you should end up creating an actionable problem statement, also known as your Point of View (POV). You form your Point of View by extracting the most important insights about your users’ core human needs that you should fulfill within the problem area you’re investigating and designing for. The POV should not contain any specific solution, nor should it contain any indication as to how those needs should be fulfilled. Instead, it should provide a wide enough scope for imagining solutions, which go beyond status quo. Frame Your POV with How Might We Questions When you’ve defined your design challenge in a POV, you can start opening up for ideas to solve your design challenge by asking “How Might We”. You’re now moving on to the next phase of the Design Thinking process, the third phase: Ideation. You start by rephrasing and framing your POV as several questions by adding “How might we” at the beginning of the POV. How Might We questions are the best way to open up Brainstorm and other Ideation sessions. HMW opens up to Ideation sessions where you explore ideas that can help you solve your design challenge in an innovative way while making your users, their needs and your insights about them, your guide. Why-How Laddering "As a general rule, asking 'why’ yields more abstract statements and asking 'how’ yields specific statements. Often times abstract statements are more meaningful but not as directly actionable, and the opposite is true of more specific statements." – d.school, Method Card, Why-How Laddering For this reason, during the Define stage, designers seek to define the problem, and will generally ask why?Designers will use why to progress to the top of the so-called WhyHow Ladder where the ultimate aim is to find out how you can solve one or more problems. Your How Might We questions will help you move from the Define stage and into the next stage in Design Thinking, the Ideation stage, where you start looking for specific innovative solutions. In other words, you could say that the Why-How Laddering starts with asking Why to work out How they can solve the specific problem or design challenge. The Take Away In the second phase of the Design Thinking process, there are a variety of methods you can use to help you and your team define, synthesise, organise, and theme your research from the Empathise mode, the first phase in the Design Thinking process. These Define methods will help you tell the right stories, map and understand user insights and needs, construct personas and immerse them into scenarios and stories. These Define methods will help you create a comprehensive view of your design challenge. Once you have an overview of the design challenge, you’re ready to construct your essential problem statement, also known as the Point Of View. In your Point Of View, you define your core design challenge, your user’s essential needs and your insights about them. Your Point of View allows you to open up for How Might We questions, which will guide your Ideation sessions during which you start to look for various design solutions to your design challenge. References & Where to Learn More Nielsen, Lene, Personas. In: Soegaard, Mads and Dam, Rikke Friis (eds.). The Encyclopedia of Human-Computer Interaction, 2nd Ed. Aarhus, Denmark: The Interaction Design Foundation, 2013: http://www.interaction-design.org/encyclopedia/per... Nikki Knox, Persona Empathy Mapping, Cooper Journal, 2014: http://www.cooper.com/journal/2014/05/persona-empa... Jason Travis, Photographer: http://www.jasontravisphoto.com/about/ Jason Travis, Persona Project: https://www.flickr.com/photos/jasontravis/sets/72157603258446753/with/199450657 8/ Silvana Churruca, Introduction to User Personas, 2013: http://www.ux-lady.com/introduction-to-user-person... Silvana Churruca, DIY User Personas, 2013: http://www.ux-lady.com/diy-user-personas/ Fred Zimny, Adaptive path’s Guide to Experience Mapping, provides an overview for the creation of customer experience maps, which help visually understand the experiences and journeys of customs as they interact with brands, 2013: http://www.slideshare.net/fred.zimny/adaptive-path... D.school, Empathy Map, Method Card: http://dschool.stanford.edu/wp-content/themes/dsch... D.school, Empathy Map, K12 Method Guide: https://dschool.stanford.edu/groups/k12/wiki/3d994/Empathy_Map.html d.school: Why-How Laddering: https://dschool.stanford.edu/wpcontent/themes/dschool/method-cards/why-how-laddering.pdf Tuzzit, Empathy Map Template: https://www.tuzzit.com/en/canvas/empathy_map Tuzzit Tools, Collaborative Whiteboard for Visual Methodologies: https://www.tuzzit.com IDEO, HCD Connect, Extract Key Insights Method Guide: http://www.hcdconnect.org/methods/extract-key-insi... The Innovation Catalyst Program, Affinity Clustering: http://www.wearecatalysts.org/toolkit/5 Chris Gielow, Affinity Mapping Time-lapse, 2010: OPEN IDEO, Design Challenges: https://openideo.com/challenge d.school, Bootcamp Bootleg, 2011: http://dschool.stanford.edu/wp-content/uploads/201... Idea.org, Methods, http://www.designkit.org/methods: http://www.designkit.org/methods Hero Image: Author/Copyright holder: Jason de Runa. Copyright terms and licence: CC BY 2.0 PLEASE ANSWER THE FOLLOWING QUESTIONS 1. Question 1 Mapping tools such as Space, Saturate and Group and Affinity Diagrams will help you: (3 points) Engage and empathise with your users. Create an overview by getting all of your information out into the open and organising and ranking it. Brainstorm, braindump, and brainwrite in order to come up with the best possible solutions for your users without wasting time. Submit your answer Submit your answer Affinity Diagrams – Learn How to Cluster and Bundle Ideas and Facts Affinity diagrams are a great method to help you make sense of all your information when you have a lot of mixed data, such as facts, ethnographic research, ideas from brainstorms, user opinions, user needs, insights, and design issues. Affinity diagrams or clustering exercises are all about bundling and grouping information, and this method can be one of the most valuable methods to employ. For this reason, it is used in many phases of Design Thinking, as well as outside of the design context. Why? The Affinity Diagram is a method which can help you gather large amounts of data and organise them into groups or themes based on their relationships. The affinity process is great for grouping data gathered during research or ideas generated during Brainstorms. The method is also called “Space Saturate and Group”. The term “saturate” relates to the method in which everyone covers or saturates the “space” with images and notes, in order to create a wall of information, to inform, and start “grouping” the following problemdefining process. You then draw connections between these individual elements to join the dots and develop new and deeper insights. They will help define the problem(s) and develop potential ideas for solutions. In other words, you go from analysis to synthesis. Author/Copyright holder: Josh Evnin. Copyright terms and licence: CC BY-SA 2.0 Seeing the data coming to life and moving data on post-its around on the wall helps the design team to immerse themselves in not only their own findings from field work and research, but sharing and communicating the findings with other team members in order to get a broader scope of the problem space being investigated. Best Practice 1. Put pieces of data, small documented facts, drawings, ideas, and observations onto post-it notes, cards, or pieces of paper and put them up on wall charts, white boards or chalk boards. This is where the associated imagery of walls filled with post-it notes comes from. The sticky notes allow the design team to easily stick up and move pieces of data around in order to create clusters of similar themes, groups and patterns. 2. Take one post-it and make it the first post-it in the first group. 3. Take the next post-it and ask, “Is this similar to the first one or is it different?”. Then, you will place it in the first group or into its own group. 4. You continue post-it by post-it as you place similar ideas together and create new groups when ideas do not fit into an existing cluster. 5. You should now have 3-10 groups, so it’s time to talk about the best elements of those clusters. 6. Name the clusters to help you create an information structure and discover themes. 7. Rank the most important clusters over less important clusters. Be aware which values, motives, and priorities you use as foundation ideas before you start ranking: Is this your user’s priorities, your company’s, the market’s, the stakeholder’s, or your own? Which ones should you put most emphasis on? 8. Sometimes it make sense to create connections with other clusters using lines or other devices between individual bits of data or clusters of data. 9. Describe what you have synthesised, for example, insights, user needs, pain points, or look for gaps you haven’t addressed yet. 10. Focus on translating what you’ve organised and understood into practice, rather than just identifying similar ideas. You can download and print the Affinity Diagram (i.e. Space Saturate and Group) template which you and your team can use as a guide. Author/Copyright holder: Open.Michigan. Copyright terms and licence: CC BY-SA 2.0 Affinity Diagrams can help you go from complete chaos and no overview of your information to creating groups of information, which you have named and organised into hierarchies that make sense. The Take Away Affinity Diagrams can help you bundle and cluster large bodies of information, facts, ethnographic research, ideas from brainstorms, user opinions, user needs, insights, design issues, etc. This method will help you name, rank and understand relations between groups of information. For this reason, this method is also known as “Space Saturate and Group” by d.school. This is a great method which can, if you follow the step-by-step process which we’ve described, surprisingly and straightforwardly create an overview and synthesise your findings. It’s important that you remember to sum up the major insights, user needs, pain points, gaps, etc. Once you’ve done that you can focus on translating what you’ve organised and understood and put it into practice. Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright terms and licence: CC BY-NC-SA 3.0 References & Where to Learn More IDEO.org, Bundle Ideas: http://www.designkit.org/methods/30 Chris Gielow, Affinity Mapping Timelapse: This video by Chris Gielow gives a good sense of how the process plays itself out: https://vimeo.com/47189546 AFFINITY CLUSTERING, The Catalyst Program provides the following Affinity Clustering Video Guide which gives a good overview: http://www.wearecatalysts.org/toolkit/5 Hero Image: Author/Copyright holder: star5112. Copyright terms and licence: CC BY-SA 2.0 Empathy Map – Why and How to Use It Did you know that users are more likely to choose, buy and use products that meet their needs as opposed to products that just meet their wants? An Empathy map will help you understand your user’s needs while you develop a deeper understanding of the persons you are designing for. There are many techniques you can use to develop this kind of empathy. An Empathy Map is just one tool that can help you empathise and synthesise your observations from the research phase, and draw out unexpected insights about your user’s needs. An Empathy Map allows us to sum up our learning from engagements with people in the field of design research. The map provides four major areas in which to focus our attention on, thus providing an overview of a person’s experience. Empathy maps are also great as a background for the construction of the personas that you would often want to create later. An Empathy Map consists of four quadrants. The four quadrants reflect four key traits, which the user demonstrated/possessed during the observation/research stage. The four quadrants refer to what the user: Said, Did, Thought, and Felt. It’s fairly easy to determine what the user said and did. However, determining what they thought and felt should be based on careful observations and analysis as to how they behaved and responded to certain activities, suggestions, conversations, etc. Best practice Step 1: Fill out the Empathy Map • • Lay the four quadrants out on a table, draw them on paper or on a whiteboard. Review your notes, pictures, audio, and video from your research/fieldwork and fill out each of the four quadrants while defining and synthesising: o What did the user SAY? Write down significant quotes and key words that the user said. o What did the user DO? Describe which actions and behaviours you noticed or insert pictures or drawing. o o What did the user THINK? Dig deeper. What do you think that your user might be thinking? What are their motivations, their goals, their needs, their desires? What does this tell you about his or her beliefs? How did the user FEEL? What emotions might your user be feeling? Take subtle cues like body language and their choice of words and tone of voice into account. Step 2: Synthesise NEEDS • • • • • • Synthesise the user’s needs based on your Empathy Map. This will help you to define your design challenge. Needs are verbs, i.e. activities and desires. Needs are not nouns, which will instead lead you to define solutions. Identify needs directly from the user traits you noted. Identify needs based on contradictions between two traits, such as a disconnection between what a user says and what the user does. Use the American psychologist Abraham Maslow’s Hierarchy of Needs to help you understand and define which underlying needs your user has. In 1943, Maslow published his paper, “A Theory of Human Motivation,” in which he proposed that human needs form a hierarchy that can be visualised in the shape of a pyramid with the largest, most fundamental physiological levels of needs at the bottom, and the need for self-actualization at the top. Maslow suggested that humans must first fulfill their most basic physiological needs, such as eating and sleeping, before fulfilling higher-level needs such as safety, love, esteem and finally self-actualisation. The most basic level of needs must be met before the individual will strongly desire or focus motivation on the higher level needs. Different levels of motivation can occur at any time in the human mind, but Maslow focussed on identifying the basic and strongest types of motivation and the order in which they can be met. When a lower level of need fulfillment is not in place, it is technically possible to be fulfilled at a higher level. However, Maslow argues that this is an unstable fulfillment. For example, if you’re starving, it doesn’t matter if you’re the world’s leading User Experience designer, because eventually your hunger is going to overwhelm any satisfaction you get from your professional status. That’s why we naturally seek to stabilise the lowest level of the hierarchy that is uncertain before we try to retain higher levels. Consult all five layers in Maslow’s Pyramid to help you define which needs your user is primary focusing on fulfilling. Start reflecting on how your product or service can help fulfill some of those needs. Write down your user’s needs. The Hierarchy of Needs Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright terms and licence: CC BY-NC-SA 3.0 Step 3: Synthesise INSIGHTS • • • An “Insight” is your remarkable realization that can help you to solve the current design challenge you’re facing. Look to synthesise major insights, especially from contradictions between two user attributes. It can be found within one quadrant or in two different quadrants. You can also synthesise insights by asking yourself: “Why?” when you notice strange, tense, or surprising behaviour. Write down your insights. You can download and print the Empathy Map template. References & Where to Learn More Needs Before Wants in User Experiences – Maslow and the Hierarchy of Needs https://www.interaction-design.org/literature/article/needs-before-wants-in-userexperiences-maslow-and-the-hierarchy-of-needs Abraham Maslow, A Theory of Human Motivation, 1943 Stephen Bradley’s original piece for Smashing Magazine may be found here: http://www.smashingmagazine.com/2010/04/designing-... You can read Maslow’s original paper “A Theory of Human Motivation” online here: http://psychclassics.yorku.ca/Maslow/motivation.ht... An interesting look at how fairground rides can meet the UX hierarchy of needs - http://entertainmentdesigner.com/news/theme-park-design-news/how-new-rides-arefulfilling-ux-hierarchy/ d.school, Bootcamp Bootleg, 2010: http://dschool.stanford.edu/wpcontent/uploads/2011/03/BootcampBootleg2010v2SLIM.pdf Hero Image: Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright terms and licence: CC BY-NC-SA 3.0 Personas – Why and How You Should Use Them Personas are fictional characters, which you create based upon your research in order to represent the different user types that might use your service, product, site, or brand in a similar way. Creating personas will help you to understand your users’ needs, experiences, behaviours and goals. Creating personas can help you step out of yourself. It can help you to recognise that different people have different needs and expectations, and it can also help you to identify with the user you’re designing for. Personas make the design task at hand less complex, they guide your ideation processes, and they can help you to achieve the goal of creating a good user experience for your target user group. As opposed to designing products, services, and solutions based upon the preferences of the design team, it has become standard practice within many human centred design disciplines to collate research and personify certain trends and patterns in the data as personas. Hence, personas do not describe real people, but you compose your personas based on real data collected from multiple individuals. Personas add the human touch to what would largely remain cold facts in your research. When you create persona profiles of typical or atypical (extreme) users, it will help you to understand patterns in your research, which synthesises the types of people you seek to design for. Personas are also known as model characters or composite characters. Personas provide meaningful archetypes which you can use to assess your design development against. Constructing personas will help you ask the right questions and answer those questions in line with the users you are designing for. For example, “How would Peter, Joe, and Jessica experience, react, and behave in relation to feature X or change Y within the given context?” and “What do Peter, Joe, and Jessica think, feel, do and say?” and “What are their underlying needs we are trying to fulfill?” Personas in Design Thinking In the Design Thinking process, designers will often start creating personas during the second phase, the Define phase. In the Define phase, Design Thinkers synthesise their research and findings from the very first phase, the Empathise phase. Using personas is just one method, among others, that can help designers move on to the third phase, the Ideation phase. The personas will be used as a guide for ideation sessions such as Brainstorm, Worst Possible Idea and SCAMPER. Four Different Perspectives on Personas In her Interaction Design Foundation encyclopedia article, Personas, Ph.D and specialist in personas, Lene Nielsen, describes four perspectives that your personas can take to ensure that they add the most value to your design project and the fiction-based perspective. Let’s take a look at each of them: 1. Goal-directed Personas This persona cuts straight to the nitty-gritty. “It focusses on: What does my typical user want to do with my product?”. The objective of a goal-directed persona is to examine the process and workflow that your user would prefer to utilise in order to achieve their objectives in interacting with your product or service. There is an implicit assumption that you have already done enough user research to recognise that your product has value to the user, and that by examining their goals, you can bring their requirements to life. The goal-directed personas are based upon the perspectives of Alan Cooper, an American software designer and programmer who is widely recognized as the “Father of Visual Basic”. Author/Copyright holder: Smashing Magazine. Copyright terms and licence: All rights reserved. Img Source 2. Role-Based Personas The role-based perspective is also goal-directed and it also focusses on behaviour. The personas of the role-based perspectives are massively data-driven and incorporate data from both qualitative and quantitative sources. The role-based perspective focusses on the user’s role in the organisation. In some cases, our designs need to reflect upon the part that our users play in their organisations or wider lives. An examination of the roles that our users typically play in real life can help inform better product design decisions. Where will the product be used? What’s this role’s purpose? What business objectives are required of this role? Who else is impacted by the duties of this role? What functions are served by this role? Jonathan Grudin, John Pruitt, and Tamara Adlin are advocates for the role-based perspective. 3. Engaging Personas “The engaging perspective is rooted in the ability of stories to produce involvement and insight. Through an understanding of characters and stories, it is possible to create a vivid and realistic description of fictitious people. The purpose of the engaging perspective is to move from designers seeing the user as a stereotype with whom they are unable to identify and whose life they cannot envision, to designers actively involving themselves in the lives of the personas. The other persona perspectives are criticized for causing a risk of stereotypical descriptions by not looking at the whole person, but instead focusing only on behavior.” – Lene Nielsen Engaging personas can incorporate both goal and role-directed personas, as well as the more traditional rounded personas. These engaging personas are designed so that the designers who use them can become more engaged with them. The idea is to create a 3D rendering of a user through the use of personas. The more people engage with the persona and see them as ’real’, the more likely they will be to consider them during the process design and want to serve them with the best product. These personas examine the emotions of the user, their psychology, backgrounds and make them relevant to the task in hand. The perspective emphasises how stories can engage and bring the personas to life. One of the advocates for this perspective is Lene Nielsen. One of the main difficulties of the persona method is getting participants to use it (Browne, 2011). In a short while, we’ll let you in on Lene Nielsen’s model, which sets out to cover this problem though a 10-step process of creating an engaging persona. Author/Copyright holder: Terri Phillips. Copyright terms and licence: All rights reserved. Img Source 4. Fictional Personas The fictional persona does not emerge from user research (unlike the other personas) but it emerges from the experience of the UX design team. It requires the team to make assumptions based upon past interactions with the user base, and products to deliver a picture of what, perhaps, typical users look like. There’s no doubt that these personas can be deeply flawed (and there are endless debates on just how flawed). You may be able to use them as an initial sketch of user needs. They allow for early involvement with your users in the UX design process, but they should not, of course, be trusted as a guide for your development of products or services. 10 steps to Creating Your Engaging Personas and Scenarios As described above, engaging personas can incorporate both goal and role-directed personas, as well as the more traditional rounded personas. Engaging personas emphasise how stories can engage and bring the personas to life. This 10-step process covers the entire process from preliminary data collection, through active use, to continued development of personas. There are four main parts: • • • • Data collection and analysis of data (steps 1, 2), Persona descriptions (steps 4, 5), Scenarios for problem analysis and idea development (steps 6, 9), Acceptance from the organisation and involvement of the design team (steps 3, 7, 8, 10). The 10 steps are an ideal process but sometimes it is not possible to include all the steps in the project. Here we outline the 10-step process as described by Lene Nielsen in her Interaction Design Foundation encyclopedia article, Personas. 1. Collect data. Collect as much knowledge about the users as possible. Perform high-quality user research of actual users in your target user group. In Design Thinking, the research phase is the first phase, also known as the Empathise phase. 2. Form a hypothesis. Based upon your initial research, you will form a general idea of the various users within the focus area of the project, including the ways users differ from one another – For instance, you can use Affinity Diagrams and Empathy Maps. 3. Everyone accepts the hypothesis. The goal is to support or reject the first hypothesis about the differences between the users. You can do this by confronting project participants with the hypothesis and comparing it to existing knowledge. 4. Establish a number. You will decide upon the final number of personas, which it makes sense to create. Most often, you would want to create more than one persona for each product or service, but you should always choose just one persona as your primary focus. 5. Describe the personas. The purpose of working with personas is to be able to develop solutions, products and services based upon the needs and goals of your users. Be sure to describe personas in a such way so as to express enough understanding and empathy to understand the users. • • • • You should include details about the user’s education, lifestyle, interests, values, goals, needs, limitations, desires, attitudes, and patterns of behaviour. Add a few fictional personal details to make the persona a realistic character. Give each of your personas a name. Create 1–2-pages of descriptions for each persona. 6. Prepare situations or scenarios for your personas. This engaging persona method is directed at creating scenarios that describe solutions. For this purpose, you should describe a number of specific situations that could trigger use of the product or service you are designing. In other words, situations are the basis of a scenario. You can give each of your personas life by creating scenarios that feature them in the role of a user. Scenarios usually start by placing the persona in a specific context with a problem they want to or have to solve. 7. Obtain acceptance from the organisation. It is a common thread throughout all 10 steps that the goal of the method is to involve the project participants. As such, as many team members as possible should participate in the development of the personas, and it is important to obtain the acceptance and recognition of the participants of the various steps. In order to achieve this, you can choose between two strategies: You can ask the participants for their opinion, or you can let them participate actively in the process. 8. Disseminate knowledge. In order for the participants to use the method, the persona descriptions should be disseminated to all. It is important to decide early on how you want to disseminate this knowledge to those who have not participated directly in the process, to future new employees, and to possible external partners. The dissemination of knowledge also includes how the project participants will be given access to the underlying data. 9. Everyone prepares scenarios. Personas have no value in themselves, until the persona becomes part of a scenario – the story about how the persona uses a future product – it does not have real value. 10. Make ongoing adjustments. The last step is the future life of the persona descriptions. You should revise the descriptions on a regular basis. New information and new aspects may affect the descriptions. Sometimes you would need to rewrite the existing persona descriptions, add new personas, or eliminate outdated personas. Author/Copyright holder: Lene Nielsen. Copyright terms and licence: All Rights Reserved. Reproduced with permission. See section "Exceptions" in the copyright terms. Lene Nielsen’s poster covers the 10step process to creating engaging personas which participants are the most likely to find relevant and useful in their design process and as a base for their ideation processes. You can download and print the “Engaging Persona” template which you and your team can use as a guide. Example of How to Make a Persona Description – Step 5 Author/Copyright holder: phot0geek. Copyright terms and licence: CC BY-SA 2.0 We will let you in on the details about our persona’s education, lifestyle, interests, values, goals, needs, limitations, desires, attitudes, and patterns of behaviour. We’ve added a few fictional personal details to make our persona a realistic character and given her a name. Hard Facts Christie is living in a small apartment in Toronto, Canada. She’s 23 years old, single, studies ethnography, and works as a waiter during her free time. Interests and Values Christie loves to travel and experience other cultures. She recently spent her summer holiday working as a volunteer in Rwanda. She loves to read books at home at night as opposed to going out to bars. She does like to hang out with a small group of friends at home or at quiet coffee shops. She doesn’t care too much about looks and fashion. What matters to her is values and motivations. In an average day, she tends to drink many cups of tea, and she usually cooks her own healthy dishes. She prefers organic food, however, she’s not always able to afford it. Computer, Internet and TV Use Christie owns a MacBook Air, an iPad and an iPhone. She uses the internet for her studies to conduct the majority of her preliminary research and studies user reviews to help her decide upon which books to read and buy. Christie also streams all of her music and she watches movies online since she does not want to own a TV. She thinks TV’s are outdated and she does not want to waste her time watching TV shows, entertainment, documentaries, or news which she has not chosen and finds 100 % interesting herself. A Typical Day • • • • • • Christie gets up at 7 am. She eats breakfast at home and leaves for university at 8.15 every morning. Depending on her schedule, she studies by herself or attends a class. She has 15 hours of classes at Masters level every week, and she studies for 20 hours on her own. She eats her lunch with a study friend or a small group. She continues to study. She leaves for home at 3pm. Sometimes she continue to study 2-3 hours at home. Three nights a week she works as a waitress at a small eco-restaurant from 6pm to 10pm. Future Goals Christie dreams of a future where she can combine work and travel. She wants to work in a third world country helping others who have not had the same luck of being born into a wealthy society. She’s not sure about having kids and a husband. At least it’s not on her radar just yet. Know Your History The method of developing personas stems from IT system development during the late 1990s where researchers had begun reflecting on how you could best communicate an understanding of the users. Various concepts emerged, such as user archetypes, user models, lifestyle snapshots, and model users. In 1999, Alan Cooper published his successful book, The Inmates are Running the Asylum, where he, as the first person ever, described personas as a method we can use to describe fictitious users. There are a vast number of articles and books about personas, however a unified understanding of one single way to apply the method doesn’t exist, nor does a definition of what a persona description should contain exactly. The Take Away Personas are fictional characters. You create personas based on your research to help you understand your users’ needs, experiences, behaviours and goals. Creating personas will help you identify with and understand the user you’re designing for. Personas make the design task at hand less complex, they will guide your ideation processes, and they will help you to achieve the goal of creating a good user experience for your target user group. Engaging personas emphasise how stories can engage and bring the personas to life. The 10-step process covers the entire process from the preliminary data collection, through active use, to continued development of personas. References & Where to Learn More Nielsen, Lene, Personas. In: Soegaard, Mads and Dam, Rikke Friis (eds.). The Encyclopedia of Human-Computer Interaction, 2nd Ed. Aarhus, Denmark: The Interaction Design Foundation, 2013: http://www.interaction-design.org/encyclopedia/personas.html Alan Cooper, The Inmates Are Running the Asylum, 1999 Silvana Churruca, Introduction to User Persona, June 27, 2013: http://www.ux-lady.com/introduction-to-user-personas/ Silvana Churruca, DIY User Personas, June 28, 2013: http://www.ux-lady.com/diy-user-personas/ Personas can be used in conjunction with empathy mapping to provide a snapshot of a Persona’s experience as described in a Persona Empathy Mapping article by Nikki Knox on the Cooper.comDesign & Strategy Agency’s Journal. Atlanta based Photographer Jason Travis has created a series of Persona Portraits with their artifacts which illustrates the power of visually representing archetypal users, customers or personalities. Hero Image: Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright terms and licence: CC BY-NC-SA 3.0 Define and Frame Your Design Challenge by Creating Your Point Of View and Ask “How Might We” Defining your design challenge is probably one of the most important steps in the Design Thinking process, as it sets the tone and guides all of the activities that follow. In the Define mode, you should end up creating an actionable problem statement which is commonly known as the Point of View (POV) in Designing Thinking. You should always base your Point Of View on a deeper understanding of your specific users, their needs and your most essential insights about them. In the Design Thinking process, you will gain those insights from your research and fieldwork in the Empathise mode. Your POV should never contain any specific solution, nor should it contain any indication as to how to fulfill your users’ needs in the service, experience, or product you’re designing. Instead, your POV should provide a wide enough scope for you and your team to start thinking about solutions which go beyond status quo. Here, you’ll also learn to frame and open up your Point Of View, which is the axis that Design Thinking revolves around – a challenge well-framed is half solved. "Your point of view should be a guiding statement that focusses on specific users, and insights and needs that you uncovered during the empathize mode. More than simply defining the problem to work on, your point of view is your unique design vision that you crafted based on your discoveries during your empathy work. Understanding the meaningful challenge to address and the insights that you can leverage in your design work is fundamental to creating a successful solution.” – d.school, Bootcamp Bootleg Your POV is Your Guide Your Point of View (POV) defines the RIGHT challenge to address in the following mode in the Design Thinking process, which is the Ideation mode. A good POV will allow you to ideate and solve your design challenge in a goal-oriented manner in which you keep a focus on your users, their needs and your insights about them. You should construct a narrowly-focussed problem statement or POV as this will generate a greater quantity and higher quality solutions when you and your team start generating ideas during later Brainstorm, Brainwriting, SCAMPER and other ideation sessions. In the ideation process, POV will be your guiding statement that focusses on insights and needs of a particular user, or composite character. It’s easy to get lost in the ideations sessions if you don’t have a meaningful and actionable problem statement to help keep your focus on the core essence of your research results from your previous work. A great POV keeps you on track. It helps you design for your users and their needs. If you neglect to define your POV, you may end up getting lost in the ideation processes and in your prototyping process. It’s all too easy to end up focussing on you and your company’s own needs, trying to fulfill your and your company’s own dreams, not to mention the risk of getting lost in creating amazing buttons in the beautiful colours. It’s time to find out how you define your POV. Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright terms and licence: CC BY-NC-SA 3.0 How do you Define your Point Of View? Step 1 • • • Define the type of person you are designing for – your user. For example, you could define the user by developing one or more personas, by using affinity diagrams, empathy maps, personas and other methods, which help you to understand and crystallise your research results – observations, interviews, fieldwork, etc. Select the most essential needs, which are the most important to fulfill. Again, extract and synthesise the needs you’ve found in your observations, research, fieldwork, and interviews. Remember that needs should be verbs. Work to express the insights developed through the synthesis of your gathered information. The insight should typically not be a reason for the need, but rather a synthesised statement that you can leverage in your designing solution. Step 2 Write your definitions into a Point Of View template like this one: Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright terms and licence: CC BY-NC-SA 3.0 Your Point Of View template: Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright terms and licence: CC BY-NC-SA 3.0 Step 3 – POV Madlib You can articulate a POV by combining these three elements – user, need, and insight – as an actionable problem statement that will drive the rest of your design work. It’s surprisingly easy when you insert your findings in the POV Madlib below. You can articulate your POV by inserting your information about your user, the needs and your insights in the following sentence: [User . . . (descriptive)] needs [Need . . . (verb)] because [Insight . . . (compelling)] Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright terms and licence: CC BY-NC-SA 3.0 Condense your Point Of View by using this POV Madlib. Example: An adult person who lives in the city… needs access to a shared car 1-4 times for 10-60 minutes per week … because he would rather share a car with more people as this is cheaper, more environmental friendly, however it should still be easy for more people to share. Author/Copyright holder: Sam Churchill. Copyright terms and licence: CC BY 2.0 You articulate a POV by combining these three elements – user, need, and insight – as an actionable problem statement that will drive the rest of your design work. An example could be: “A person who lives in the city… needs access to a shared car 1-4 times for 10-60 minutes per week … he would rather share a car with more people as this is cheaper, more environmental friendly, and it should still be easy for more people to share.” Here you see one of Google’s driverless cars – a driverless electric car could be a part of the solution to this design challenge. However, at this stage of the design process, we’re not ready to look for solutions just yet. Step 4 – Make Sure That Your Point Of View is One That: • • • • • • • Provides a narrow focus. Frames the problem as a problem statement. Inspires your team. Guides your innovation efforts. Informs criteria for evaluating competing ideas. Is sexy and captures people’s attention. Is valid, insightful, actionable, unique, narrow, meaningful, and exciting. Yay! You’re now well-equipped to create a POV and it’s time understand how to start using your POV which crystallises all of your previous work in the Empathise mode. You can download and print the Point Of View template. “How Might We” Questions Frame and Open Up Your Design Challenge You start using your POV by reframing the POV into a question: Instead of saying, we need to design X or Y, Design Thinking explores new ideas and solutions to a specific design challenge. It’s time to start using the Design Thinking Method where you ask, “How Might We…?” Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright terms and licence: CC BY-NC-SA 3.0 When you’ve defined your design challenge in a POV, you can start opening up for ideas to solve your design challenge. You can start using your POV by asking a specific question starting with, “How-Might-We?” or “in-what-ways-might-we?”. For example: How might we… design a driverless car, which is environmental friendly, cheap and easy for more people to share? How Might We (HMW) questions are the best way to open up Brainstorm and other Ideation sessions. HMW opens up to Ideation sessions where you explore ideas that can help you solve your design challenge. By framing your challenge as a How Might We question, you’ll prepare yourself for an innovative solution in the third Design Thinking phase, the Ideation phase. The How Might We method is constructed in such a way that it opens the field for new ideas, admits that we do not currently know the answer, and encourages a collaborative approach to solving it. For example, if your POV is: “Teenage girls need… to eat nutritious food… in order to thrive and grow in a healthy way.“ The HMW question may go as follows: • • • • How Might We make healthy eating appealing to young females? How Might We inspire teenage girls towards healthier eating options? How Might We make healthy eating something, which teenage girls aspire towards? How Might We make nutritious food more affordable? These are simple examples, all with their own subtle nuances that may influence slightly different approaches in the ideation phases. Your HMW questions will ensure that your upcoming creative ideation and design activities are informed with one of more HMW questions, which spark your imagination and aligns well with the core insights and user needs that you’ve uncovered. “We use the How Might We format because it suggests that a solution is possible and because they offer you the chance to answer them in a variety of ways. A properly framed How Might We doesn’t suggest a particular solution, but gives you the perfect frame for innovative thinking.” – Ideo.org How Might We? The How Might We question purposely maintains a level of ambiguity, and opens up the exploration space to a range of possibilities. It's a re-wording of the core need, which you have uncovered through a deeper interrogation of the problem in your research phase, the Empathise mode in Design Thinking – and synthesised in the Define mode in Design Thinking. • • • "How" suggests that we do not yet have the answer. “How” helps us set aside prescriptive briefs. “How” helps us explore a variety of endeavours instead of merely executing on what we “think” the solution should be. "Might" emphasises that our responses may only be possible solutions, not the only solution. “Might” also allows for exploration of multiple possible solutions, not settling for the first that comes to mind. "We" immediately brings in the element of a collaborative effort. “We” suggests that the idea for the solution lies in our collective teamwork. Without a statement of a clear vision or goal, “How Might We” is obviously meaningless. The words require a well-framed objective, a POV, which is neither too narrow so as to make it overly restrictive, nor too broad so as to leave you wandering forever in infinite possibilities. An Inspiring HMW example David and Tom Kelley's book Creative Confidence has the story of the Embrace Warmer, a design challenge undertaken by Stanford Graduate Students aimed at solving the problem of neonatal hypothermia, which costs the lives of thousands of infants in developing countries every year. Faced with the situation where hospital incubators were too expensive as well as physically inaccessible to villagers who lived in rural settings, a team of students engaged in some Empathy research, which led them to formulate the HMW statement: "How Might We create a baby warming device that helps parents in remote villages give their dying infants a chance to survive?" This HMW question inspired the design of the Embrace Warmer sleeping bag device, which provides the warmth premature babies in rural villages need, and which they are able to access at a fraction of the cost of traditional hospital incubators. Whilst a traditional approach may have resulted in technological attempts to reduce the cost of the incubator, empathic research revealed that one of the core issues was the inability or unwillingness of mothers to leave their villages or leave their babies at hospitals for extended periods. This resulted in the reframing of an incubator to a warming device. Author/Copyright holder: Embrace Innovations. Copyright terms and licence: Fair Use. Expand on Your How Might We Questions Marty Neumeier's Second Rule of Genius is all about framing and opening up your Point Of View by helping us dream of wishing for what we want. To start wishing, ask yourself the kinds of questions that begin with: • • • • • How might we...? (This is the commonly structured framing phrase used to express the essence of the challenge at hand.) In What Ways Might We…. (Expand on HMW to add the possibility of multiple ways.) What's stopping us from...? In what ways could we...? What would happen if...? From there, you can ask follow-up questions such as: Why would we...? What has changed to allow us to...? Who would need to...? When should we...? “When you let your mind wander across the blank page of possibilities, all constraints and preconceptions disappear, leaving only the trace of a barely glimpsed dream, the merest hint of a sketch of an idea.” – Marty Neumeier's Second Rule of Genius • • • • Best Practice Guide to Asking How Might We 1. Begin with your Point of View (POV) or problem statement. Start by rephrasing and framing your Point Of View as several questions by adding “How might we” at the beginning. 2. Break that larger POV challenge up into smaller actionable and meaningful questions. Five to ten How Might We questions for one POV is a good starting point. 3. It is often helpful to brainstorm the HMW questions before the solutions brainstorm. 4. Look at your How Might We questions and ask yourself if they allow for a variety of solutions. If they don’t, broaden them. Your How Might We questions should generate a number of possible answers and will become a launch pad for your Ideation Sessions, such as Brainstorms. 5. If your How Might We questions are too broad, narrow them down. You should aim for a narrow enough frame to let you know where to start your Brainstorm, but at the same time you should also aim for enough breadth to give you room to explore wild ideas. You can download and print out our How Might We template which you and your team can use as a guide. A Good POV will Make Your Problem Statement HumanCentred Creating your POV will help you to define the problem as a problem statement in a humancentred manner. A human-centred problem statement is important in a Design Thinking project because it guides you and your team, and focusses on the uncovered specific needs. It also creates a sense of possibility and optimism in that it encourages team members to generate ideas during the Ideation stage, the third and next stage in the Design Thinking process. A good problem statement should thus have the following traits. It should be: • • • Human-centred. This means you frame your problem statement according to specific users, their needs and the insights that your team has gained during the Empathise phase. Rather than focus on technology, monetary returns or product specifications, the problem statement should be about the people the team is trying to help. Broad enough for creative freedom. This means the problem statement should not focus too narrowly on a specific method regarding the implementation of the solution. Neither should the problem statement list technical requirements, as these would unnecessarily restrict the team and prevent them from exploring areas that might bring unexpected value and insight to the project. Narrow enough to make it manageable. On the other hand, a problem statement such as “Improve the human condition” is too broad and will likely cause team members to feel easily daunted. Problem statements should have sufficient constraints to make them manageable. Linear Problem Solving vs. the Non-Linear Nature of Design Thinking This design challenge framing is in stark contrast to the business models for linear problem solving, which rationally attempt to define everything upfront, and then etch away at achieving the set solution systematically. Design Thinking is also very systematic, but its approach is more about uncovering the problem rather than etching away at a set solution. Idris Mootee mentions in her book, Design Thinking for Strategic Innovation, that more than 80% of management tools, systems, and techniques are for value capture, but that the role of Design Thinking is for value creation. Well-framed Challenges A well-framed challenge has just enough constraints, with space to explore. You might have encountered the following linear problem-solving approach by your manager telling you: "Design a poster which increases sign-ups to our next event."—or—"Redesign the packaging so our product is more noticeable on the shelf." These kinds of briefs quite often attempt to solve the problem of target markets not responding well enough to what's on offer, and are attempts to put a patch on things. Design Thinking digs deeper and helps us understand the users, their needs and our insights about them before we decide upon which course of action to take. As such, Design Thinking will instead help us ask and research: “Why are people not signing up for the event?” and “What is it about our product that causes people to ignore it?” Design Thinking helps us focus on what kind of users we’re dealing with, their needs we're trying to address in our design challenge, and then understand whether we're actually addressing those needs well enough. Define and re-define – The Non-Linear Nature of Design Thinking Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright terms and licence: CC BY-NC-SA 3.0 The five stages of Design Thinking are not sequential steps, but different “modes” you can put yourself in, to iterate on your problem definition, ideas, or prototype, or to learn more about your users at any point during the project. It is important to be aware from the outset that the initial definition of your challenge is based upon your initial set of constraints or understandings, and that you should revisit and re-frame your definition often as you uncover new insights indicating a problem in the framing as you work in the other four Design Thinking modes. Know Your History One of the most commonly structured framing phrases which we use to express the essence of the challenge at hand is: How Might We? (HMW). The Phrase is rumoured to have been popularized by Min Basadur at Proctor and Gamble, then on to IDEO, next at Google and later at Facebook in a viral breakout, that has since revolutionised how companies frame their innovation challenges. GK Van Platter of Humantific references a much earlier example in an article entitled, Origins of How Might We? (2012). The reframing technique has its roots all the way back in the mid-sixties, with a work by Sidney J. Parnes Ph.D "Creative Behavior Guidebook", which touches on the concept of "Invitation Stems" or "How Mights" . The Take Away Spend enough time to carefully consider the format and composition of your POV and HMW questions to ensure that your upcoming creative ideation and design activities are informed with one of more HMW questions, which spark your imagination and align well with the core insights and user needs that you’ve uncovered. Creating you POV helps you define your problem statement in a human-centred manner. “If I had an hour to solve a problem I'd spend 55 minutes thinking about the problem and 5 minutes thinking about solutions.” – Albert Einstein References & Where to Learn More Idris Mootee, Design Thinking for Strategic Innovation: What They Can't Teach You at Business or Design School, 2013 Ideo.org, How Might We, http://www.designkit.org/methods/3 Marty Neumeier, The Rules of Genius #2, Wish for what you want, 2014: http://www.liquidagency.com/brand-exchange/rule-2-wish-want/ Sarah Soule: How Design Thinking Can Help Social Entrepreneurs, 2013: https://www.gsb.stanford.edu/insights/sarah-soule-how-design-thinking-can-help-socialentrepreneurs Warren Berger, The Secret Phrase Top Innovators Use, 2012: https://hbr.org/2012/09/the-secret-phrase-top-innovato GK VanPatter, Origins of How Might We?, 2012: http://www.humantific.com/origins-of-how-might-we/ D.school groups The k12 Lab Wiki, Point of View Statements, 2009: https://dschool.stanford.edu/groups/k12/wiki/41a18/POV_.html Hero Image: Author/Copyright holder: Simon Powell. Copyright terms and licence: CC BY 2.0 PLEASE ANSWER THE FOLLOWING QUESTIONS 1. Question 1 Define a Point Of View using a Point Of View Madlib Create a real or hypothetical (but realistic) Point Of View by combining these three elements – user, need, and insight – as an actionable problem statement that could drive your design thinking work. Inserting your real or hypothetical information about your user, user needs and insights in the following sentence: [User . . . (descriptive)] needs to [need . . . (verb)] because [insight . . . (compelling)] You should, of course, come up with your own Point Of View, but here’s an example answer for your inspiration: A person who lives in the city… needs access to a shared car 1-4 times for 10-60 minutes per week … he would rather share a car with more people as this is cheaper, more environmental friendly, and it should still be easy for more people to share. Map the Stakeholders Having faced the problem statement and defined the challenge space, the challenge owner or initiator now needs to gather the troops. In more complex settings or larger organisations, drafting a stakeholder map, outlining people involved, affected, or influenced both internally and externally is a necessary first step. If you’re a project owner or initiator, one of your tasks will be to understand, manage, and bring together various parties affected by your intended endeavour, both internally and externally. One of the very first steps is to form a team, which in many cases will only be possible after surveying the list of the influenced and the influencers. For this, you'll need some kind of plan. One such plan leveraged by many organisations is the stakeholder map. This could start out small and grow as your scope of research and investigation expands and you gain a clearer idea of the challenge territory. Your new team may join you in this endeavour. A whiteboard or wall chart with post-it notes could be enough to start getting the people scoped out quickly. Stakeholder Mapping Stakeholders are those people, groups, or individuals who either have the power to affect, or are affected by the endeavour you're engaged with. They range from the head of your organisation to the man on the street who may experience the effects of what you set out to do. Stakeholders are affected and can affect your endeavours to varying degrees, and the degrees should be considered when analysing and mapping out the stakeholder landscape. Mindtools.com provides some helpful guides on how to go about analysing whom your stakeholdersare and what their influence may be. Their suggested approach is to plot on a graph their "Power of Influence" and their "Level of Interest" to give you an idea of how to manage the range of stakeholder needs. Mapping the internal players and their levels of involvement, buy-in to the process and knowledge of, or experience with Design Thinking will allow the challenge owner to make some key decisions about who to include and when. It may also provide some insight as to who may need to be consulted, convinced, or asked for permission about using a Design Thinking approach. Mapping external parties affected will provide a plan that can help you decide who to approach in the upcoming research phases that focus on empathy and human needs. For example, within a service design project, understanding the customer base, segmentation, and need variations may provide a good platform for setting up the various focus groups, observation plans, and other ethnographic methods that may be applied to gain customer insight. Create a list of all those internally on the challenge owners' side of things: people within the company, organisation, or group attempting to tackle the challenge. The list should include anyone who will be affected in any way, directly or indirectly, and who will need to make a decision or act on the project in some way. Give each person a rank in terms of importance and interest level; you can use your own scale of importance, depending on the number of people being assessed. Gathering the listed stakeholders in groups, plot them onto the map in relation to their influence and interest. The pictures formed by both the internal and external stakeholder maps will give you a good indication of the type of team you may need to assemble to handle the Design Thinking challenge ahead. Evaluating stakeholder influence and interest Mindtools also provides a list of questions or considerations on these stakeholders, which are summarised below: • • • • • • • • • What financial or emotional interest do they have in the outcome of your work? What motivates them most of all? What information do they want from you? What is the best way of communicating your message to them? What is their current opinion of your work? Who influences their opinions generally, and who influences their opinion of you? If they are not likely to be positive, what will win their support? If you don't think you will be able to win them around, how will you manage their opposition? Who else might be influenced by their opinions? These questions will assist in further making sense of the map and understanding who to include in your team, and who the team may interface with going forward, both externally and internally. It also provides you with a good idea of which people will be most important to empathise with in the coming phases, where you will be exploring the human needs and experiences in your challenge space. The Mindtools stakeholder guide also provides a stakeholder mapping template to use in this process of making sense of who has an impact or is impacted by your challenge space. The "DIYtoolkit People and Connections Map" inspired by Namahn and Yellow Window Service Design: Design Flanders (2012) Stakeholder Mapping provides an alternative visual method of mapping the spheres of influence and influenced across the spectrum of stakeholders. An even deeper level of exploration is Cultural Mapping, an inquiry method developed by David Gray, an innovation and organisational change consultant; author of Gamestorming. Cultural Mapping may be suitable, for instance, where the very core of an organisation's purpose and values are being evaluated or redefined. The Take Away Stakeholders are those people, groups, or individuals who have either the power to affect, or are affected by the endeavour you're engaged with. They range from the head of your organisation to the man on the street who may experience the effects of what you set out to do. Stakeholders are affected and can affect your endeavours to varying degrees and the degrees should be considered when analysing and mapping out the stakeholder landscape. References and Where to Learn More MindTools.com. Stakeholder Analysis. http://www.mindtools.com/pages/article/newPPM_07.htm DIY Tool Kit, People Connections Map Template and Guide. http://diytoolkit.org/tools/people-connections-map/ ServiceDesignToolkit.org, Namahn and Yellow Window Service Design, Design Flanders (2012) Stakeholder Mapping Work Poster. http://servicedesigntoolkit.org/downloads2011.html Dave Gray,May 06, 2014, Culture mapping: Space and place. http://www.slideshare.net/dgray_xplane/culture-mapping-space-and-place Hero image: Author/Copyright holder: Kennisland. Copyright terms and licence: CC BY-SA 2.0 Map the Stakeholders Having faced the problem statement and defined the challenge space, the challenge owner or initiator now needs to gather the troops. In more complex settings or larger organisations, drafting a stakeholder map, outlining people involved, affected, or influenced both internally and externally is a necessary first step. If you’re a project owner or initiator, one of your tasks will be to understand, manage, and bring together various parties affected by your intended endeavour, both internally and externally. One of the very first steps is to form a team, which in many cases will only be possible after surveying the list of the influenced and the influencers. For this, you'll need some kind of plan. One such plan leveraged by many organisations is the stakeholder map. This could start out small and grow as your scope of research and investigation expands and you gain a clearer idea of the challenge territory. Your new team may join you in this endeavour. A whiteboard or wall chart with post-it notes could be enough to start getting the people scoped out quickly. Stakeholder Mapping Stakeholders are those people, groups, or individuals who either have the power to affect, or are affected by the endeavour you're engaged with. They range from the head of your organisation to the man on the street who may experience the effects of what you set out to do. Stakeholders are affected and can affect your endeavours to varying degrees, and the degrees should be considered when analysing and mapping out the stakeholder landscape. Mindtools.com provides some helpful guides on how to go about analysing whom your stakeholdersare and what their influence may be. Their suggested approach is to plot on a graph their "Power of Influence" and their "Level of Interest" to give you an idea of how to manage the range of stakeholder needs. Mapping the internal players and their levels of involvement, buy-in to the process and knowledge of, or experience with Design Thinking will allow the challenge owner to make some key decisions about who to include and when. It may also provide some insight as to who may need to be consulted, convinced, or asked for permission about using a Design Thinking approach. Mapping external parties affected will provide a plan that can help you decide who to approach in the upcoming research phases that focus on empathy and human needs. For example, within a service design project, understanding the customer base, segmentation, and need variations may provide a good platform for setting up the various focus groups, observation plans, and other ethnographic methods that may be applied to gain customer insight. Create a list of all those internally on the challenge owners' side of things: people within the company, organisation, or group attempting to tackle the challenge. The list should include anyone who will be affected in any way, directly or indirectly, and who will need to make a decision or act on the project in some way. Give each person a rank in terms of importance and interest level; you can use your own scale of importance, depending on the number of people being assessed. Gathering the listed stakeholders in groups, plot them onto the map in relation to their influence and interest. The pictures formed by both the internal and external stakeholder maps will give you a good indication of the type of team you may need to assemble to handle the Design Thinking challenge ahead. Evaluating stakeholder influence and interest Mindtools also provides a list of questions or considerations on these stakeholders, which are summarised below: • • • • • • • • • What financial or emotional interest do they have in the outcome of your work? What motivates them most of all? What information do they want from you? What is the best way of communicating your message to them? What is their current opinion of your work? Who influences their opinions generally, and who influences their opinion of you? If they are not likely to be positive, what will win their support? If you don't think you will be able to win them around, how will you manage their opposition? Who else might be influenced by their opinions? These questions will assist in further making sense of the map and understanding who to include in your team, and who the team may interface with going forward, both externally and internally. It also provides you with a good idea of which people will be most important to empathise with in the coming phases, where you will be exploring the human needs and experiences in your challenge space. The Mindtools stakeholder guide also provides a stakeholder mapping template to use in this process of making sense of who has an impact or is impacted by your challenge space. The "DIYtoolkit People and Connections Map" inspired by Namahn and Yellow Window Service Design: Design Flanders (2012) Stakeholder Mapping provides an alternative visual method of mapping the spheres of influence and influenced across the spectrum of stakeholders. An even deeper level of exploration is Cultural Mapping, an inquiry method developed by David Gray, an innovation and organisational change consultant; author of Gamestorming. Cultural Mapping may be suitable, for instance, where the very core of an organisation's purpose and values are being evaluated or redefined. The Take Away Stakeholders are those people, groups, or individuals who have either the power to affect, or are affected by the endeavour you're engaged with. They range from the head of your organisation to the man on the street who may experience the effects of what you set out to do. Stakeholders are affected and can affect your endeavours to varying degrees and the degrees should be considered when analysing and mapping out the stakeholder landscape. References and Where to Learn More MindTools.com. Stakeholder Analysis. http://www.mindtools.com/pages/article/newPPM_07.htm DIY Tool Kit, People Connections Map Template and Guide. http://diytoolkit.org/tools/people-connections-map/ ServiceDesignToolkit.org, Namahn and Yellow Window Service Design, Design Flanders (2012) Stakeholder Mapping Work Poster. http://servicedesigntoolkit.org/downloads2011.html Dave Gray,May 06, 2014, Culture mapping: Space and place. http://www.slideshare.net/dgray_xplane/culture-mapping-space-and-place Hero image: Author/Copyright holder: Kennisland. Copyright terms and licence: CC BY-SA 2.0