SUTD-MIT INTERNATIONAL DESIGN CENTRE (IDC) Innovation Ready Design DESIGN METHOD CARDS SUTD-MIT INTERNATIONAL DESIGN CENTRE (IDC) Innovation Ready Design DELIVER DISCOVER DEFINE DEVELOP Created to help anyone design and create innovatively. The SUTD IDC Design Method Cards will introduce methods and tools used in design thinking to help develop projects through our Discover, Define, Develop and Deliver framework. Making the impossible, possible. For the online version of these cards and accompanying demo videos for selected methods, go to: www.dimodules.com SUTD-MIT INTERNATIONAL DESIGN CENTRE (IDC) Innovation Ready Design CARDS LIST - 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 THE 4D METHODOLOGY User Needs Analysis Methods Contextual Needs Analysis User Interviews (Articulated-use) Method User Journey Map Videography Site Analysis Empathy Scenarios Extreme Experience Framework Semantic Enquiry Personas Affinity Diagram Method System Model (Functional Model) Activity Diagram Influence Diagram House of Quality Hierachy of Purpose Design by Analogy Mind Mapping 6-3-5 (C-sketch) Morph Matrix Coreperiphery Wordcloud Parallel Sketching Co-creation Product-Service-System Design (PSS) Pugh Chart Real? Win? Worth it? Risk Management Process Mockup (Paper prototypes) Scaled Model Isolated Subsystem Model Multimedia Storyboarding Prototyping Canvas REFERENCES UR UR User Research Analysis UNA User Needs Analysis INT Interpretation MOD Modeling IDE Ideation CG Concept Generation CS Concept Selection ASS Assessment PRT Prototyping LEGEND - METHOD TYPE UR UR UR UR UR UR UR UR UNA UNA INT MOD AN AN AN IDE IDE AN AN IDE CG CG CS CS CS ASS PRT PRT PRT PRT PRT UR AN SUTD-MIT INTERNATIONAL DESIGN CENTRE (IDC) Innovation Ready Design DESIGN METHOD CARDS SUTD-MIT INTERNATIONAL DESIGN CENTRE (IDC) Innovation Ready Design DISCOVER DEFINE DELIVER DEVELOP Who are my users? What are their needs? What are their reactions? How do users behave? How do users feel? How do they interact with an object or environment? How do they feel about my product? How do I make sense of these findings? Can I define a real person as my user? How would my product fare in different situations? How did this problem come about? Can I define my product specifications? How do I reduce the risk of failure during delivery? How do I prototype? How do I test a concept before the actual run? How do I ideate? How do I think out of the box? How do I expand my current idea? How do I select the best concept? How do I define design criterias? How do I give more depth to my design? Define Develop Deliver Discover Identify & understand HEART EYES MIND HANDS opportunities & needs collaboratively through co-creation with stakeholders mindset: Empathy mindset: Mindfulness mindset: Joy mindset: Non-attachment Ideate & model concepts based on identi fi ed opportunities Iteratively prototype & test concepts & models with stakeholders Interpret & re-frame needs & map them into activities, functions & representations Opportunity Statement Solution Opportunity Space User Needs Analysis Methods USER RESEARCH Alternative methods to discover the voice of users in order to determine the project development direction. INTERVIEWS QUESTIONNAIRES LIKE/DISLIKE METHOD BE THE USER Discuss the needs with a single user; usually in the environment of product, service or system. 1 Develop a list of criteria relevant to user’s concerns, and responses from users are organized. 1 Interview users as they use the product, service or system. 1 Ask what they like and dislike about the product, service or system. FOCUS GROUPS Facilitate a session with a group of users, typically in a specialized environment. 1 Travel to where the product, service or system or the competitor’s product, service or system is used, and act as the user. 1 Discover 1 Empathy Previously Card: A SUTD-MIT INTERNATIONAL DESIGN CENTRE (IDC) Innovation Ready Design DESIGN METHOD CARDS Contextual Needs Analysis USER RESEARCH Dictates the context surrounding products, services or systems to understand and account for context in the design process. 1 DESIGN IN CONTEXT PROCEDURE User satisfaction with a product, service or system attributes depends on the context it is in. How What Where When Who Context setting questions 4. Form a User Needs List: Translate voice of user - combine and prioritize needs. 5. Form the Scenarios in Context: By combining context answers to each question. 1. Ideate Interview Questions: What do we need to know about? Where? How? and Who? 2. Context Questions Template: Add, delete, and modify questions as needed. 3. Interview Users: While using product, service or system in a realistic context. Discover Related Cards User Interviews 3 2 Empathy Previously Card: B SUTD-MIT INTERNATIONAL DESIGN CENTRE (IDC) Innovation Ready Design DESIGN METHOD CARDS 5 CATEGORIES OF CUSTOMER PREFERENCES 1. Must-be 2. One-dimensional 3. Attractive 4. Indifferent 5. Reverse Expected and taken for granted Satisfaction if fulfilled, viceversa Satisfaction if achieved, does not cause dissatisfaction if unfulfilled Neither good nor bad High degree of achievement resulting in dissatisfaction MEASURE CONTEXT AGAINST: KANO DIAGRAM After defining the context(s) of use, measure the user satisfaction of a product sevice system against a Kano Diagram. Expected Performance Curve Delighted Performance Curve Satisfied Not satisfied Not Implemented Fully Implemented Basic Performance Curve User Interviews (Articulated-use) Method USER RESEARCH Interview with categories to record customer statements to understand how the products, services or systems (PSS) are used and can be improved, uncovering latent needs. 1 PROCEDURE Discover 1. Explore How the PSS is used. 4. Observe & Record Every step in the process of using the PSS. 5. Identify Opportunities for improvement. 6. Combine & Categorize Results into a list of user needs after several interviews. 2. Prepare I nterview forms to walk users through a typical session using the PSS. 3. Interview How users approach, use, store, conclude (cleanup/shut down) the PSS. 3 Empathy Previously Card: C SUTD-MIT INTERNATIONAL DESIGN CENTRE (IDC) Innovation Ready Design DESIGN METHOD CARDS Project Name Customer Data Customer ID Question or Prompt Customer Statement Interpreted Need Weight Activity Willing to follow up? Type of user (their words) Interviewer Date Location INTERVIEW TIPS Go with the flow Use visual stimuli and props Suppress preconceived notions about the PSS technology Have the customer demonstrate Be alert for surprises and latent needs Watch for non-verbal information EXAMPLE: USER INTERVIEW FORM User Journey Map USER RESEARCH Discover PROCEDURE 1. Gather Relevant research. 4. Sketch current User journey 5. Extract Insights and Opportunities. 6. Sketch future User journeys. 2. Choose Persona and Scenario. 3. Identify Touchpoints and Channels. A User Journey Map charts out an archetypal journey of a user's interaction with a product, service or system (PSS), over time and across channels, fleshing out the user's emotions. 4 Empathy Previously Card: D SUTD-MIT INTERN A TIONAL DESIGN CENTRE (IDC) Innovation Ready Design DESIGN METHOD CARDS Persona Timeline Emotional Response Scenario Touchpoints KEY COMPONENTS EXAMPLE: USER JOURNEY MAP Videography USER RESEARCH Videography is a data collection tool to support user studies and user needs method. It focuses on precise recording and review of documented footage from user observations. 1, 2 PROCEDURE Option 1. Follow the user as he/she walks through the experience Option 2. Set camera on-scene for repeated activities Review Record, review and transcribe the patterns in user behavior and interaction. Discover 5 Empathy Previously Card: E SUTD-MIT INTERNATIONAL DESIGN CENTRE (IDC) Innovation Ready Design DESIGN METHOD CARDS EXPECTED FOOTAGE User using a product, observing usage patterns and expressions. Users navigating a space, observe line-of-sight, wayfinding cues. Architectural model Idef 0 System Model* Activity Diagram* Site Analysis ANALYSIS Site analysis explores the relationship between operations and the surrounding environment or infrastructure. Documentation assists analysis on site. 1 PROCEDURE 1. Select The site and specific process or features of the site to analyse. 3. Identify Stakeholder and resource flowchart through the site analysis with observation or tools. 4. Analyze data to construct relevant models of the site. 2. Develop a data collection template and reviewing any existing models of the site. Stakeholder Activity Location Fill up data collection template as you walk through the site Discover Activity Diagram 4 Related Cards System Model 3 2 Empathy Previously Card: F SUTD-MIT INTERNATIONAL DESIGN CENTRE (IDC) Innovation Ready Design DESIGN METHOD CARDS Internal structures User flows System structures System flow and checkpoints OUTCOMES EXAMPLE SITE ANALYSIS Model of user flow within a floorplan Model of travel distance with a heatmap This heat map models the path length taken by parcels stored in each room (square). Each parcel travels from the entrance (blue line) to the exit (red line). The room colour depicts total distance traveled by the parcel. The ability to understand and share the feelings and experience of others without judgement. Empathy USER RESEARCH Discover ACTIVITES Option 1 1. Step out from your comfort zone 2. Try something new and challenging Perhaps a weird hair colour? Eat something you’d typically never eat. Take up a new sport. Option 2 1. Walk up and introduce yourself to a stranger 2. Learn an interesting fact or experience about this person 3. Write their experience as your own Option 3 1. Pair up as caregiver and care receiver 2. Care recevier: Pick an empathic tool 3. Journey and lunch together 4. Experience and observe Option 4 1. Pick a product: Scissors, or Belt 2. Product scissors: Cut a square Product belt: Undo & redo your belt 3. Generate idea(s) to improve the user experience of your product 4. Fold your dominant hand and repeat the same activity or 7 Empathy SUTD-MIT INTERN A TIONAL DESIGN CENTRE (IDC) Innovation Ready Design DESIGN METHOD CARDS EXEMPLAR EMPATHIC TOOLS An empathic experience Understand user perspective Inclusive design POTENTIAL OUTCOMES PROCESS Design Opportunity Pick an Activity Be mindful and empathise Reflect on the impact of empathy on design innovation Visual Impairment Emulation Eye Mask Limited Dexterity Emulation Glove Hearing Impairment Emulator Hand-not-in-use Indicator Band