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IS3320 Developing and Using Management Information Systems Lecture 7: Design Thinking for Management Information Systems Rob Gleasure

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Presentation on theme: "IS3320 Developing and Using Management Information Systems Lecture 7: Design Thinking for Management Information Systems Rob Gleasure"— Presentation transcript:

1 IS3320 Developing and Using Management Information Systems Lecture 7: Design Thinking for Management Information Systems Rob Gleasure R.Gleasure@ucc.ie www.robgleasure.com

2 IS3320 Today’s lecture  Design Thinking The emergence of design thinking The core concepts Empathising Defining Ideating Prototyping Testing  Exercise

3 The semester so far… IT is not orthogonally connected to products, services, and business practices – it is entangled into them all An innovative new product, service, or practice is only valuable if it improves upon some dimension that users actually value Sometimes the competition in a market is so great that we need to look for new value propositions to reset/create a new market Leading to the question  How do we do actually do that repeatedly and systematically?

4 The emergence of design thinking The origins of design thinking are generally associated with Rolf Faste in Stanford and David Kelley in Ideo It grew from growing realisation in the 1970s onwards that design problems are not like the ‘solvable’ and quasi-mathematical problems in the natural sciences Design thinking is now one of the leading business concepts in a range of industries

5 The core concepts of design thinking Design problems are ‘wicked’  Not bounded – limitless number of variables  No stopping rule – they are never completed and each problem is in some way(s) unique  Solutions are not correct/incorrect – some are better/some are worse At its core, design thinking is about understanding users’ needs  The better defined a problem, the better it can be solved

6 The core concepts of design thinking Design thinking is as much a mindset, central to which is  Human-centrism  Empathy/contact with users  Open-mindedness Design thinking also emphasises the diversity of teams  A good designer is ‘T-shaped’  Duplicate expertise is not so much valued

7 The design thinking process The design thinking process basically involves five steps Note: this is not a ‘waterfall’ model – this is an iterative and parallel process Image from http://joeyaquino.wordpress.com/2012/05/23/want-a-crash- course-in-stanfords-design-thinking-here-it-is-for-free-pt-1-empathy/http://joeyaquino.wordpress.com/2012/05/23/want-a-crash- course-in-stanfords-design-thinking-here-it-is-for-free-pt-1-empathy/

8 Empathising In order to empathise, we need to understand our users  We need to research our market Some of this can be done through web research, e.g. scaling the problem, gaining a foothold understanding of how users operate However the real empathising starts in the context of ongoing dialogue with potential users  ‘Why-bombing’ The ideal outcomes from this stage are surprises

9 Empathising This leaves us with two key dimensions These are complimentary (most projects will include them all) Existing information New information Detailed view of users Birds’ eye view of users Reading cases, forums, reviews, etc. Interviews Market statistics and competitor analyses Surveys Here you are assuming you know the right questions to ask Here you are trying to figure out the right questions – use observations and ‘why’ bombing

10 Defining List pain points, i.e. things that about which users complain List workarounds and awkward behaviours Formalise these into a problem statement.  This statement should: Make it clear whom the user is Aggregate smaller concerns into one larger issue  This statement should NOT: Narrow the problem down in a way that lends itself towards specific solutions

11 Ideating This stage is where your opportunity to flex your creative muscles comes in Quantity is your friend! If you are struggling to come up with 20-30 ideas, then your problem statement was too restrictive Abandon judgement – no idea is a bad idea as long as it fits with the needs identified in your problem statement Visualise things! Get a pen and paper out (or whatever medium you find comfortable) and draw pictures, bubble-diagrams, etc.  You can be surprised what jumps out when you can see what you’re thinking

12 Prototyping Prototypes consist of anything from paper based representations to fully functional websites It allows three things  You can figure out if and how your idea can be implemented  It gives you a way of discussing things with users in a shared language, i.e. “is this what you meant?”  Ideas can be tested with users Types of Prototyping  Low-Fidelity Prototyping  High-Fidelity Prototyping

13 Testing Testing serves two purposes  To evaluate ideas  To generate new ideas from users With this in mind, a few tips:  Test with users that are representative and appropriately critical  Try to minimise users’ nerves/sense that they are being observed  Prioritise key tasks (you can’t test everything)  Present your task instructions in as natural a way as possible (but take care not to prompt people with these instructions)  If users can’t do something, remind them it’s not their fault and that this is valuable to you  Other than that, stay quiet!

14 Example 1: An MRI for Children Designers at GE had designed a MRI machine for internally scanning patients for tissue damage, tumours, etc. Some of these machines were for paediatrics wards (children) Children found the machines terrifying, yet the scan only works if you hold completely still inside them  Up to 80% of children had to be sedated The designers adopted a design thinking approach to try and understand the children’s journey, their feelings, and how they were building negative feelings  Huge drop in sedation, huge increase in satisfaction

15 Example 1: An MRI for Children Images from http://blog2.architech.ca/h/i/124542383-ge-transforms-mri-experience-with-design-thinking

16 Example 2: Radically Low-Cost Incubation Image from http://leadershiplearning.org/blog/natalia-castaneda/2010-11-30/learning-and-having-fun-design-thinking

17 Exercise Last week we spoke about Beats by Dre and mobile music consumption  Today, we will consider in-car music consumption Do you drive and listen to music while doing so? Describe the experience? What’s good/bad about it? What’s at the heart of the bad parts? What would be a better way of approaching this behaviour? How might we implement this technologically? How might we test it?

18 Want to read more? Links and references  For general discussions of design thinking Brown, T. 2008. Design Thinking, Harvard Business Review (86:6), pages 84-92. Buchanan, R. 1992. Wicked problems in design thinking. Design issues (8:2), pages 5-21. Design thinking and innovation at Apple, HBR case study  For an in-depth discussion of the philosophy of design (this one isn’t for the faint hearted) Simon, H. A. 1996. The sciences of the artificial, MIT press, Cambridge, Massachusetts.


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