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How to Practice Design Thinking and Making

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How to Practice Design Thinking and Making

Teacher: Esther Kamara, Susan Schreibman

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Introduction
  Instructions
  Intended Learning Objectives
  Teaching and Learning Methods
Unit 1: Key Principles
  1.1 The Logic of Design
  • 1.1.1 The Reflective Practice of Design
  • 1.1.2 Wicked Problems Demand Design Thinking
  • 1.1.3 When to apply Design Thinking
  • 1.1.4 Design = Abductive Reasoning
  • 1.1.5 The Need for a Plan B
  1.2 Frames, Ideas and Concepts
  • 1.2.1 The problematic vocabulary of Design Thinking
  • 1.2.2 Definitions
  • 1.2.3 The relation between frames, ideas and concepts
  1.3 The Art of Framing
  • 1.3.1 What is a frame?
  • 1.3.2 Vary the level of obviousness
  • 1.3.3 Listening
  • 1.3.4 Develop metaphors
  1.4 The Expanded Double Diamond
  • 1.4.1 The omission of the Double Diamond
  • 1.4.2 The Expanded Double Diamond
  quiz 1
  Deduction and induction
  When to apply design thinking?
  Wicked problems 1
  Wicked problems 2
  Double diamond
  Open-ended and closed-ended questions
  Wicked Problem
Unit 2: Discover
  2.1 The Hunt for Insights
  • 2.1.1 Research For and Through Design
  • 2.1.2 Empathy
  • 2.1.3 Qualitative Research
  • 2.1.4 Primary and Secondary Research
  2.2 Iceberg of Knowledge
  • 2.2.1 Iceberg of Knowledge
  • 2.2.2 Assessing Different Kinds of Knowledge
  2.3 Design Research Methods
  • 2.3.1 Open Interviews
  • 2.3.2 Contextual Inquiry
  • 2.3.3 Observing and Participating
  • 2.3.4 Context Mapping
  2.4 Making Sense
  • 2.4.1 Making Sense of Data
  • 2.4.2 Empathy Mapping
  • 2.4.3 Personas
  • 2.4.4 Customer Journey
  2.5 Reflect
  • Reflect
Unit 3: Frame & Define
  3.1 Framing
  • 3.1.1. Why Framing Precedes Defining
  • 3.1.2 Create Multiple Frames
  • 3.1.3 Frameboards
  • 3.1.4 An Idea is Not a Frame
  • 3.1.5 Reflecting on Frames
  3.2 Scoping: Design Brief
  • Scoping: Design Brief
  3.3 Reflect
  • Reflect
Unit 4: Develop
  4.1 Developing a Concept
  • 4.1.1. The Whole and Its Parts
  • 4.1.2 Concept: Research
  • 4.1.3 Concept: Ideation
  • 4.1.4 Concept: Prototyping & Testing
  4.2 Co-creation
  • 4.2.1 Iterations
  • 4.2.2 Boundary Objects
  4.3 Ideation Techniques
  • 4.3.1 Principles
  • 4.3.2 Rules of Thumb for a Workshop
  • 4.3.3 Techniques
  4.4 Concept Representations
  • 4.4.1 The Need for Representations
  • 4.4.2 Developing a Concept
  • 4.4.3 Documenting a Concept
  • 4.4.4 Selling a Concept
  • 4.4.5 Testing a Concept
  • Exercise
  4.5 How to Test Concepts
  • How to Test Concepts
  4.6 Concept Choice
  • 4.6.1 Concept Choice
  • 4.6.2 Reflect
  • 4.6.3 Exercise
Unit 5: Deliver & Document
  5.1 Delivering the Final Design
  • 5.1.1 From Concept to Final Design
  • 5.1.2 Plan Ample Time
  • 5.1.3 The Cycle of Build, Test, Learn
  • 5.1.4 Desirable, Feasible and Viable
  • 5.1.5 Minimal Viable Product
  5.2 Prototypes
  • 5.2.1 Testing Desirability, Feasibility and Viability
  • 5.2.2 Prototypes to Test Desirability
  • 5.2.3 Prototypes to Test Feasibility
  • 5.2.4 Prototypes to Test Viability
  5.3 Test
  • 5.3.1 A Testing Regime
  • 5.3.2 Functional Tests
  • 5.3.2 User Tests
  • 5.3.3 Usability Tests
  • 5.3.4 Utility Tests
  • 5.3.5 Market Tests
  • 5.3.6 Lab Testing vs. Field Testing
  • 5.3.7 Alpha and Beta Testing
  • 5.3.8 Exercise
  5.4 Document
  • 5.4.1 Specifications
  • 5.4.2 Rationale and Reflection
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      • Practicing Design Thinking & Making

        • Participants

        • Introduction

        • Unit 1: Key Principles

        • Unit 2: Discover

        • Unit 3: Frame & Define

        • Unit 4: Develop

        • Unit 5: Deliver & Document

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