Design Thinking

7Section Description Possible Word Limit
Introduction – Social Problems and Design Thinking What is ‘Design Thinking’ and why is it a good approach to social problems?

(Week 2 Module will help you here… Week 2 – Intro to Design Thinking and Social Entrepreneurship

400
Personal Empathy and connection with the Social Problem What is the particular issue you have chosen? Describe the particular issue you have chosen. Explain your personal connection to it. For example how have you seen this issue impact your friends, family, community or social group? What personal strengths, advantages, networks or skills do you have which you can use to help address this problem? 400
Exploring Empathy and creation of insight into Point of View (PoV) Who are the people affected and impacted by this issue? Who would value a solution to this issue?

Using APA citations, use websites, LinkedIn, Blogs, journal articles to help you complete the following:

·       Create a ‘Journey map for one user who is impacted by this particular issue, use ‘secondary data’ (information from your reading and research) to develop insight into a ‘day in the life’ for this person

·       Complete the “Customer Profile Map” from the Value Proposition Canvas

·       Now create 3 Empathy Maps and 3 Personas for people impacted by the issue

 

(Week 3 Module will help you here.. Week 3 – Empathy Maps-Personas and Value Propositions 

800
Problem Statement Based on all your research and reflection, write a ‘Problem statement’ that can be used as a basis for brainstorming and developing solutions?

Now write your “How might we…” question.

400

What is ‘Design Thinking’?

Design thinking is a creative innovation process that prioritizes a user-centered approach to creating solutions. It is a method for rethinking business models and developing ideas to solve problems from the perspective of the user. Design thinkers look at the problem through the eyes of the user and thus assume the role of the user. Design thinking calls for constant feedback between the developer of a solution and their target group. Design thinkers ask the end user questions and closely examine their processes and behaviors. Solutions and ideas are made visible and communicable as early as possible in the form of prototypes so potential users can test them and give feedback long before completion.

The six steps of design thinking:

Empathizing: At first, a team of several people defines the problem at the beginning. The developer understands the users’ desires, needs, and challenges by proactively listening to their experiences and gathering insights through techniques like surveys, observations, and interviews. This step involves building empathy and deeply understanding the user’s perspective. 

Define: The results of the first step are integrated. Based on the insight gained, the problem solver defines the problem or challenges in a human-centric approach. This entails reexamining the problem to concentrate on the needs and aspirations of the users. 

Generate ideas: At the start of brainstorming, there is a general brainstorming session in which all ideas are brought together. The results are structured and sorted according to priorities. Questions about the efficiency, feasibility, or profitability of the individual ideas are important. 

Prototype: A prototype is created for demonstration purposes. Perfection and completion are irrelevant at this juncture. More importantly, the simpler, the better. Creativity is given free rein. Techniques used in prototyping include wireframes, post-its, role-playing games, storyboards, or models. The prototype is tailored to the needs of the user.

Test the prototype: The designer puts the prototypes in front of the user and gathers feedback. This enables them to examine the viability and desirability of the solutions. The feedback gained from testing allows for fine-tuning and improving the ideas.

Iterate the prototype: Based on the feedback received during testing, the prototypes are refined and improved. Iteration takes place through the process of prototyping and testing to continuously enhance the solution.