“So, we're actually going to start failing more often now. We're going to divide up into two teams and experiment with our materials. Each team will have different ideas. And each team will probably experience lots of little failures; but that's how we'll learn. And that's how we'll create a more meaningful design.” Read more here.here
NTLB Grading Breakdown 20% Dp1 40% Dp2 40% Participation - attendance - reading
generate maximum innovation potential in a short amount of time incorporate different perspectives and build EXCITEMENT, GAIN ALIGNMENT, and TRANSFER IDEAS WHY brainstorm
Needs & Insights -> Brainstorming Prompt How might we… How to… How might we help… How might we show… how to brainstorm: SETUP
how to brainstorm: RULES
All the creative, wild, bad, OK, and undeveloped ideas from your brainstorm Yield familiar and incremental results When evaluated with typical “attractive” and “feasible” criteria before direct implementation idea SELECTION is a critical step
All the creative, wild, bad, OK, and undeveloped ideas from your brainstorm Can be developed for feasibility Selected for potential we will SELECT and DEVELOP high potential ideas
for today VOTE using these 3 selection criteria “Most likely to succeed”Place two votes on the ideas that you think are most likely to successfully address your “how might we” “Most likely to delight”Place two votes on the ideas that you think would delight customers (without regard for practical constraints) “Most breakthrough if …”Place two votes on the most breakthrough ideas (if a fatal flaw or real world constraint were to be ignored)
What is a prototype? Looks like Product Works like Interacts like Service/ Experience Space Story
What is a prototype?
Understand Understand the problem space Empathy work Expertise gaining Explore Explore the design options Test to learn and to decide Communicate With team, users, client, or investor Use prototype as sales pitch centerpiece Why prototype?
FAIL EARLY and OFTEN (risk and cost vs. iteration curve)(cost of failure vs. project time)
H2 prototype: ID A VARIABLE Looks like… Looks like… Interacts like… Works like… Works like… Looks like… Looks like… Interacts like… Works like… Works like…
H2 prototype: SCALE RESOLUTION first passfinal design for Gyrus ACMI, ENT Division
H2 prototype: CREATE EXPERIENCES
test (or, OBSERVE again!) you will bring your prototype BACK to users
why TEST? you are an anthropologist in the field seeking to watch and understand how users interact with your prototype in order to understand if your POV, concept directions and design attributes fit the needs of the user
HOW TO test: team ROLES host/hostess active observers
HOW TO test: PLAN 1.Let the user EXPERIENCE 2.OBSERVE the experience 3.ENGAGE the user
H2 test: let the user EXPERIENCE set the scene for the new donation experience hand physical artifacts over immediately give a short explanation to set context act like a guide (not a lead)
H2 test: OBSERVE the experience capture what worked, what didn’t see how users use and mis-use your prototype iterate on the fly
HOW TO test: ENGAGE the user open-ended questions no leading questions specific questions
H2 test: gather feedback systematically