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innovation is not an event innovation is a (design) process.

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Presentation on theme: "innovation is not an event innovation is a (design) process."— Presentation transcript:

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3 innovation is not an event

4 innovation is a (design) process

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6 empathize define ideate prototype test This is a focusing stage

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10 empathize: why? to discover people’s expressed and latent needs so that you can meet them through your design solutions.

11 empathize: how? seek stories talk about feelings ask “why”
capture your findings

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13 Reframe into a NEW Point of View
Reframe into a NEW Point of View. The goal is to reframe the problem in a UNIQUE & CONCISE WAY, GROUNDED IN INSIGHTS FROM YOUR USERS.

14 what’s a need?

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16 brainstorm: why? more bang for your buck mix diverse perspectives
transfer ideas be intentional about a time when you are not evaluating Brainstorm to get a lot of ideas quickly, and get past the obvious and easy ones. Build off each other and take advantage of the different perspectives on the team – this means you need to listen to each other and think how can you make someone’s idea even better. Brainstorming is the start of the process to find a great solution – exposing yourself to each other’s ideas get you thinking about many directions. And use brainstorming as a very intentional time when you are deferring judgment and being open to all ideas that might come up. (You can judge them later.)

17 build on the ideas of others encourage wild ideas be visual
go for quantity headline! build on the ideas of others encourage wild ideas be visual defer judgment “ This is one of the few times in a design process when we have rules laid out. It may seem counter-intuitive to have rules for a mind-blowing-free-for-all-idea-fest. But these rules are actually to help be your best as a brainstorming team.”

18 build on the ideas of others encourage wild ideas be visual
go for quantity headline! build on the ideas of others encourage wild ideas be visual defer judgment Today we want you to focus on two in particular: Quantity – get a lot of ideas on the board. Get variety, get different scales, just get a lot. Second, defer judgment. We are all good at evaluating ideas. Turn that off for the next half hour. You’ll have a chance for that later. This include defer judgment on yourself . . .

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20 prototype: start rough and rapid
The resolution of your prototype should reflect where you are in the design process. Early on, this means that all prototypes should be VERY rough!! This is important for several reasons: it’s highly unlikely that you’ve reached a point that deserves a significant investment of your time/resources  rough prototypes are easier to iterate on the fly—you want to be able to update prototypes based on user feedback, and the more highly resolved, the more difficult that is to do in the field You’ll get more candid feedback with a rough prototype—if you hand someone something “nice,” even if they dislike it, they’ll feel obliged to give you positive feedback You said you were reluctant to put something made of foam and duct tape into the hands of a surgeon, but IDEO did. The doctor was trying to convey what form the needed device should take, so a designer ran out of the room, threw this together, and went back and asked, “is this what you meant?” when the surgeon held it he was able to speak to what aspects of the design he liked, didn’t, what worked and what was needed.

21 prototype: what? Way to represent an idea that is testable
A tangible, testable representation of your idea Way to represent an idea that is testable

22 prototype: fail early and often
Prototyping matters in business, education, and life. We advocate what we call “rapid prototyping” because Prototyping reduces risk! Early failures are much cheaper than late failures! cost of failure vs. project time

23 prototype: different types
Don’t just tell users about an idea that you have—a prototype is an opportunity for you to create an experience for your user. Consider how your prototype fits into the context of the user’s life, and seek to place it in its appropriate context. Are there important psychological/emotional/physical constraints that impact a user’s experience of your prototype? Make sure you create an experience that includes these!

24 prototype: works like http://bleeplabs.com/nebulophone/
Prototype with a purpose. a prototype should be designed to answer a single question. The best way to do this is to ID a variable to test: Be explicit about the variable you are testing, and bring resolution to this variable. are you trying to determine how something feels? How it looks? How a mechanism works? How a person interacts with it? Bring resolution to the variable that you are testing. The prototype you build will be very different depending on the question you’re trying to answer/variable you’re testing. Best practice: bring multiple prototypes, only difference being a variation on the variable you’re testing.

25 prototype: interacts like
Tests the interactions and flows.

26 prototype: create experiences
Don’t just tell users about an idea that you have—a prototype is an opportunity for you to create an experience for your user. Consider how your prototype fits into the context of the user’s life, and seek to place it in its appropriate context. Are there important psychological/emotional/physical constraints that impact a user’s experience of your prototype? Make sure you create an experience that includes these!

27 prototype rough and rapid
prototype: how? prototype rough and rapid let go of your prototypes Revisit the key points. create experiences identify the variable you want to explore

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29 Tad misleading Not linear Loop back to different modes

30 This is a focusing stage
Test with INTENTION- prototype to test, to inspire, to learn more

31 your solution your users’ needs
When we see the WORD test, we think finite- take or even give this test, it marks an end- whether to a semester, a unit, a lesson or activity More ITERATIVE . . . In the testing phase – think about that you have two moving targets. One is that you are trying to HONE in on a solution. PROCESS The other, related thing, is your point of view. Your point-of-view is guiding you, but can iterate itself. So, have you identified the right need to be working on? Do your users identify with the need you focused on. your users’ needs

32 testing with users... beta testing focus groups client dinners
WHAT DOES IT MEAN TO TEST IN YOUR ORG... Intentional TARGETED users- go back to original or similar users with or who can relate to the need you identified; go outside- are their any commonalities- meet greater need? Testing doesn’t happen in a vacuous white LAB or converted gymnasiums lined with number two pencils – informal focus groups, well-structured beta, client dinners- opportunities abound To refine, to revise pre-release usability centers web analytics surveys

33 your testing mindset use your prototypes as a probe
to continue to gain empathy for your users Continue in your quest to be empathetic THIS IS A REFLECTION OF your dedicated mindsets. What else can be tweaked? Improved upon? Modified?

34 test: how? 1. let the user experience the prototype
2. observe the experience 3. engage the user let the user experience the prototype: set the scene surrounding your prototype // give a short explanation to set context // act like a guide (not a lead) observe the experience: capture what worked, and what didn’t work // see how users use and mis-use your prototype // listen more than you talk to give users a chance to interpret engage the user: iterate on the fly to communicate learnings // ask specific, open-ended questions // remember: the user is the expert

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36 Define

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39 Adventure Series: Cozy Camp
remember, as you experienced, empathy is about gaining confidence that you are working on the right problem… when you are stuck: get out, have a direct experience with the PEOPLE involved. Consider you own work and ask yourself, who can I engage? Story of how changing the framing can have great personal, and $ impact

40 Prototype

41 Tests the interactions and flows.

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43 Empathize

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