Design Thinking Process Explained
Design Thinking Process Explained
BIDTK158
MOULE 1
PROCESS OF DESIGN
Understanding Design thinking
Shared model in team-based design –
Theory and practice in Design thinking –
Explore presentation designers across globe –
MVP or Prototyping
Process of Design
• The design process refers to the steps or stages that a designer follows to solve a problem or create a product or
experience that meets a user's needs or solves a particular challenge. It is a structured, iterative approach that guides
designers from identifying the problem to delivering a finished design.
• Here’s a general outline of the steps involved in the design process:
• 1. Define the Problem
• Understand the Brief:
• Collect information about the project, including the goals, constraints, and target audience.
• Identify Stakeholders: Determine who will be involved in the project and who will use the final design.
• Research:
• Analyze the problem space by gathering insights into user needs, market trends, competitors, and any relevant data.
• Clarify Objectives: Clearly outline what the design needs to achieve and what success looks like.
• 2. Research & Ideation
• User Research: Conduct interviews, surveys, or usability tests to understand the needs, behaviors, and pain points of the
target audience.
• Competitive Analysis: Study competitors or similar products to understand what works and what doesn’t.
• Brainstorming: Generate as many ideas as possible through brainstorming or creative thinking sessions.
• Concept Development: Start refining ideas and narrowing down which concepts are most feasible and aligned with the
problem.
3. Conceptualization & Sketching
• Sketches and Wireframes: Begin visualizing ideas through rough sketches,
wireframes, or low-fidelity mockups.
• Prototyping: Create interactive prototypes that simulate how the final product
will work. These can range from simple paper prototypes to digital interactive
models.
• User Testing: Test these early prototypes with real users to get feedback and
identify potential improvements.
4. Design & Refinement
• Visual Design: Begin working on the aesthetics of the design, including color
schemes, typography, and layout.
• Iteration: Based on user feedback and testing, refine the design. This might
involve revisiting earlier steps (research, ideation, etc.) and making adjustments.
• Functionality: Ensure the design is functional and solves the initial problem.
Continue testing prototypes with users to confirm usability and practicality.
5. Finalization & Production
• High-Fidelity Mockups: Once the design is validated, create detailed,
polished mockups that closely resemble the final product.
• Collaboration: Work with developers, manufacturers, or other stakeholders
to translate the design into the final product, whether it’s a website, app,
physical product, or service.
• Production: In the case of physical products, this is the stage where the
design is passed on for manufacturing. In digital design, it involves coding
and development.
6. Testing & Evaluation
• User Testing: Conduct final usability testing on the finished product. This
may include user acceptance testing (UAT), stress tests, or feedback
gathering.
• Evaluation: Assess the design’s success based on the initial goals and
objectives. Analyze the product's performance, how users interact with it,
7. Launch & Post-Launch
• Launch: Release the product to the public or deliver it to the client.
• Monitor & Improve: After launch, continue to collect user feedback,
monitor usage, and address any issues that arise. The design process
often ends in an ongoing cycle of improvements and iterations based
on user feedback and evolving needs.
8. Iteration (if necessary)
• Design is rarely a one-time event. Depending on feedback, market
shifts, or technological advances, the design may go through multiple
iterations to keep it relevant and effective.
Key Principles to Follow:
•User-Centered Design:
• Keep the needs and experiences of the user at the forefront of the
process.
•Collaboration: Work closely with team members, stakeholders, and
users to ensure the design meets all needs.
•Flexibility: The design process should be adaptable; be open to
revisiting previous stages as necessary based on new insights.
By following these steps, designers can create thoughtful, effective
solutions that meet the needs of both users and stakeholders.
• The design process is a systematic approach to solving problems and creating
innovative solutions. It typically involves a series of steps, such as:
Understanding the problem: Identifying the need for a new product or item
Researching: Gathering information about the problem and the role of the
new product
Generating ideas: Coming up with initial ideas and alternative solutions
Prototyping: Creating a prototype of the design
Testing: Testing the prototype and refining the design
• The design process can be iterative, meaning that steps may need to be
repeated in a trial-and-error cycle. Designers learn from failures and make
adjustments as needed.
Understanding Design thinking
1. Empathize:
o Goal: Understand the needs, experiences, and challenges of the people you are designing for.
o Methods: Interviews, observations, and immersing yourself in the users’ environment.
o Outcome: A deep understanding of the users' perspective.
2. Define:
o Goal: Clearly define the problem you are trying to solve, based on the insights gathered in the Empathize
phase.
o Methods: Analyze the data, identify patterns, and frame the problem as a design challenge (e.g., “How might
we…?”).
o Outcome: A well-defined problem statement that guides the next steps.
3. Ideate:
o Goal: Generate a wide range of possible solutions to the defined problem.
o Methods: Brainstorming, sketching, mind mapping, and other creative techniques.
o Outcome: A variety of ideas and approaches to address the problem.
4. Prototype:
o Goal: Build simple, tangible versions of your ideas to explore how they work in practice.
o Methods: Rapid prototyping, testing small-scale models, or mockups.
o Outcome: A prototype that can be tested and iterated on based on user feedback.
5. Test:
o Goal: Test your prototype with real users to gain insights into its effectiveness and areas
for improvement.
o Methods: User testing, feedback collection, and observation.
o Outcome: Insights for refining and improving the solution. This phase can also loop back
into previous stages (e.g., redefining the problem or creating new prototypes).
• Key Principles of Design Thinking:
Human-centered: The process revolves around understanding the needs and behaviors of the users.
Collaboration: It encourages teamwork, drawing on the perspectives of people from various disciplines.
Iterative: Design Thinking is non-linear. You may go back and forth between stages, refining ideas and
prototypes as you learn more.
Bias towards action: Instead of theorizing endlessly, Design Thinking emphasizes building prototypes and
testing ideas to see what works.
• Example:
• Imagine you are designing a new coffee shop experience.
Empathize: Interview customers to understand their frustrations with current coffee shop services.
Define: You identify the problem is "long waiting times for orders."
Ideate: Brainstorm ideas like a mobile ordering app, self-service kiosks, or an improved staff workflow.
Prototype: Create a low-fidelity version of the app or a mock-up of the new process.
Test: Test the app or process with real customers, collect feedback, and refine your solution.
• In Summary:
• Design Thinking is a creative and practical approach that helps you
solve complex problems by focusing on understanding users, defining
clear problems, ideating innovative solutions, prototyping quickly, and
testing with real users. It fosters empathy, collaboration, and iterative
learning to create products and services that truly meet user needs.
SHARED MODELS IN TEAM BASED DESIGN
• In the context of Design Thinking, a collaborative and human-
centered approach to solving complex problems, "shared models" refer
to the use of frameworks, tools, or prototypes that are co-created and
agreed upon by the team to guide the design process. These shared
models help ensure alignment, foster collaboration, and provide a
common understanding of the problem and the
Shared Models in Team based Design
Communication is very important in Design Thinking process. It generally
occurs at the time of representations of ideas or prototype.
Proper communication enables the group members could see what they and
responds what they see.
Shared models in team based design
Team-based design involves collaboration among multiple individuals with
diverse skills and expertise to create a product or solution. In the context of
shared models, this often refers to the collaborative use and development of
design models,
There are different modes, idea(s) can be represented ,a few of them are
1. Narrative sketch. 2. Conceptual frame work 3. A Physical Model
4. A Photograph 5. A CAD Model
There are different modes, idea(s) can be represented ,a few of them are
1. Narrative sketch. 2. Conceptual frame work 3. A Physical Model 4. A Photograph 5. A CAD Model
• In design thinking, sketches, wireframes, and CAD (Computer-Aided Design) models
serve distinct purposes and are used at different stages of the design process. Here's how
they differ and how they contribute to the design process:
• Sketches:
• Purpose: Sketches are quick, low-fidelity drawings used to explore ideas, visualize
concepts, and communicate rough designs. They are often the first step in the design
process, allowing designers to brainstorm and iterate on various concepts rapidly.
• Flexibility: Sketches are highly flexible and allow for quick exploration of ideas without
being constrained by details. They encourage creativity and enable designers to generate a
wide range of concepts efficiently.
• Tools: Sketches can be created using traditional mediums such as pen and paper or digitally
using drawing software or tablet devices.
• Stage in Design Process: Sketches are typically used in the early stages of the design
process during ideation and concept development.
Wireframes
• Purpose: Wireframes are simplified, schematic representations of a digital interface, such
as a website or application. They focus on layout, structure, and functionality without
incorporating visual design elements like colors and graphics.
• A wireframe is a rough schematic created in the early stages of digital product design to
help visualize and communicate the structure of a product or website.
• Clarity: Wireframes help designers and stakeholders visualize the layout and functionality
of a digital product and understand how users will interact with it. They clarify the hierarchy
of information and the flow of navigation.
• Tools: Wireframes can be created using specialized software tools designed for UX/UI
design, such as Adobe XD, Sketch, or Balsamiq. They can also be drawn by hand or using
generic graphic design software.
• Stage in Design Process: Wireframes are typically created after the ideation phase and are
used to refine and flesh out specific design concepts before moving on to higher-fidelity
prototypes.
• [Link]
CAD MODELS
• Purpose: CAD models are detailed, three-dimensional representations of physical objects
or structures created using computer software. They are used primarily in engineering and
product design to visualize, simulate, and analyze complex geometries and assemblies.
• Precision: CAD models are highly precise and detailed, allowing designers to accurately
define dimensions, tolerances, materials, and manufacturing processes. They are essential
for prototyping, testing, and manufacturing physical products.
• Tools: CAD software such as SolidWorks, Autodesk Inventor, or CATIA is used to create
and manipulate CAD models. These tools offer a wide range of features for modeling,
simulation, and documentation.
• Stage in Design Process: CAD models are typically developed in the later stages of the
design process, after concepts have been refined and validated through prototyping and
testing. They are used to finalize the design and prepare for production.
• In summary, sketches, wireframes, and CAD models serve different purposes in the
design thinking process, from exploring initial ideas to refining and finalizing designs
for implementation. Each tool offers unique benefits and is used at specific stages of
What is prototyping?
• Prototyping is a foundational process for developing a new product
through the physical representation of an idea. Prototyping helps
designers turn a concept into a functioning item. Using basic sketches
and rough materials, the prototype may be a simple drawing or rough
model that helps innovators determine what they need to improve and
fix in their design. For example, engineers may complete a working
model prototype to test a product before it is approved for
manufacturing.
• A prototype is a draft version of a product that allows you to explore
your ideas and show the intention behind a feature or the overall
design concept to users before investing time and money into
development. A prototype can be anything from paper drawings (low-
fidelity) to something that allows click-through of a few pieces of
content to a fully functioning site (high-fidelity).
• High-Fidelity and Low-Fidelity Prototyping
• There is an on-going debate about using low versus high fidelity prototyping and how
much a prototype should resemble the final version of your design. Both have been
found to be basically equivalent in finding usability issues (Walker et al 2002). With
that said, there are things to consider when trying to decide which option is best for your
project:
• Low-fidelity prototypes are often paper-based and do not allow user interactions. They
range from a series of hand-drawn mock-ups to printouts. In theory, low-fidelity
sketches are quicker to create. Low-fidelity prototypes are helpful in enabling early
visualization of alternative design solutions, which helps provoke innovation and
improvement. An additional advantage to this approach is that when using rough
sketches, users may feel more comfortable suggesting changes.
• High-fidelity prototypes are computer-based, and usually allow realistic (mouse-
keyboard) user interactions. High-fidelity prototypes take you as close as possible to a
true representation of the user interface. High-fidelity prototypes are assumed to be
much more effective in collecting true human performance data (e.g., time to complete a
task), and in demonstrating actual products to clients, management, and others.
• Why sketch and prototype?
• Sketching and prototyping are not just ways to create visuals, but also
to think and learn. They allow you to explore different possibilities,
generate and refine concepts, and validate assumptions and
hypotheses. Sketching and prototyping also help you communicate
your ideas to others, such as stakeholders, users, and developers, and
get their input and feedback. Sketching and prototyping can also save
you time and money, as they enable you to identify and solve
problems early, before investing in high-fidelity design and
development.
• What are the types of sketches and prototypes?
• Sketches and prototypes can vary in their level of fidelity,
functionality, and interactivity, depending on the purpose and stage of
the design process. For instance, you can use low-fidelity sketches and
prototypes, such as paper sketches, wireframes, or mockups, to
quickly generate and compare ideas as well as test basic layout,
structure, and content. Medium-fidelity sketches and prototypes, such
as digital sketches, static prototypes, or clickable prototypes are used
to refine the visual design, navigation, and interaction while also
testing usability, accessibility, and desirability. High-fidelity sketches
and prototypes like detailed illustrations, animated prototypes, or
interactive prototypes are used to finalize the look and feel,
functionality, and behavior while also testing feasibility, performance,
and compatibility.
Tracy Lepore further defines the differences by visually showing the
continuum from sketch to design Site exit disclaimer by depicting the
relationships between what the design is trying to communicate, the
amount of iteration between phases, and the fidelity of the design.
• Rough sketches and prototypes exhibit low resolution and varying
levels of abstraction, depending on the context in which they are used.
For example, we consider a sketch to be more abstract than a physical
model in the context of designing a physical object. The rationale here
is that the three dimensions of the physical object are reduced to two
dimensions in the sketch.
• Media models are powerful tools for as sharing models and more
effective in the discussions during the product development
meetings.
There are two important aspects of media model. They are
1. Resolution
2. Abstraction
• In Design Thinking, Resolution and Abstraction are two important
concepts related to problem-solving and ideation. Both are part of the
process of tackling complex problems and developing innovative
solutions. Here's an explanation of each with examples:
• 1. Resolution in Design Thinking
• Resolution refers to the act of focusing on specific, clear solutions
that address the core aspects of a problem. In this phase, the design
team narrows down ideas to tangible, actionable solutions that can be
prototyped, tested, and refined. It's about finding clear, well-defined
answers to the challenges identified during the ideation phase.
Characteristics of Resolution:
o It is specific and concrete.
o It focuses on actionable outcomes that can be turned into prototypes or
products.
o The goal is to bring clarity to how the solution will work and address user
needs.
Example: Suppose you are designing an app for a food delivery service. During
the ideation phase, you come up with several concepts, such as "a chatbot for
ordering," "personalized menu suggestions," or "real-time tracking of orders." In
the resolution phase, you decide to focus on the "real-time order tracking" feature
because it aligns with user needs and business goals. You now define the feature
more clearly, decide what technology to use, and create specific requirements, such
as displaying order status, estimated delivery time, and a map of the delivery route.
• 2. Abstraction in Design Thinking
• Abstraction is the opposite process, where you zoom out to see the bigger picture and focus on
higher-level concepts. Instead of focusing on the specific details of a solution, abstraction involves
understanding and defining the core problem at a broader level. It is about identifying patterns and
generalizing solutions.
Characteristics of Abstraction:
o It is more broad and conceptual.
o It focuses on understanding the root causes of problems or the overarching needs.
o It helps in framing problems in a way that allows for more creative and diverse solutions.
Example: Returning to the food delivery app example, abstraction might involve understanding the
broader issue: "How can we improve the overall experience of food delivery for users?" Instead of
just focusing on "order tracking," you might look at user frustrations with the entire process, such as
long wait times, lack of communication, or difficulties in finding food options. The abstraction phase
could help you discover new areas to innovate, like "providing users with a seamless selection of
restaurants based on their preferences," which could lead to the personalized recommendations
mentioned earlier.
Summary of Differences:
• Human-Centered Approach: The theory emphasizes understanding user needs and experiences. It draws from
fields like psychology, anthropology, and sociology to understand how people interact with products and services.
• Iterative Process: Theoretical frameworks support the idea that design is not linear but cyclical. This means going
back and forth between stages (empathy, define, ideate, prototype, test) to refine solutions.
• Creativity and Innovation: Theoretical foundations highlight the importance of divergent thinking (generating
many ideas) and convergent thinking (narrowing down to the best solutions). These concepts help teams foster
creativity while maintaining focus.
• Collaboration: The theory underscores the value of interdisciplinary teamwork. It posits that diverse perspectives
lead to more innovative solutions, drawing on theories of group dynamics and collaboration.
• User Testing and Feedback: Theoretical frameworks advocate for the importance of testing assumptions through
user feedback, supporting an evidence-based approach to design.
Practice in Design Thinking
• Empathy Mapping: Practically, teams engage with users through interviews,
observations, and surveys to gather insights. This real-world interaction informs the
design process.
• Rapid Prototyping: In practice, creating low-fidelity prototypes (like sketches or
wireframes) allows teams to visualize ideas quickly and test them with users. This
iterative process helps refine concepts based on feedback.
• Workshops and Brainstorming: Facilitated sessions encourage team members to
collaborate and generate ideas. These practices embody the theoretical principles of
creativity and co-creation.
• Real-World Testing: Conducting usability tests with actual users provides concrete
data on how well a design works, allowing for adjustments based on user experiences.
• Documentation and Reflection: Keeping records of decisions, feedback, and
iterations helps teams learn from their processes. This practice supports continuous
improvement and knowledge sharing.
Integration of Theory and Practice
Frameworks: Design thinking frameworks (like the Double Diamond or the
Stanford [Link] model) guide practitioners through theoretical principles while
providing practical steps to follow.
Case Studies: Learning from successful design thinking applications in various
industries helps bridge the gap between theory and practice, offering real examples
of how these concepts are applied.
Training and Workshops: Educational programs often blend theoretical
knowledge with hands-on activities, enabling participants to apply concepts in real-
time.
• By effectively integrating theory and practice, design thinking not only offers a
robust framework for solving complex problems but also empowers teams to
innovate in ways that are meaningful and user-centered.
Exploring the Work of Designers Across the Globe
• Designers work every day in countries around the globe.
• They design cell phones, kitchen accessories, furniture,
clothing, services, and just about everything we can imagine.
• How they do this and what it means to be a designer in
different regions and cultures, however, is not well
understood.
• In this research, we set out to understand and describe how
design is practiced and what it means to be a designer in
Asia, Europe, and the United States.
A nested view of design thinking and practice
• Interactive Presentations: With advancements in technology, interactive presentations that engage audiences through
polls, quizzes, and real-time feedback are becoming popular.
• Data Visualization: Effective use of charts, graphs, and infographics helps convey complex information clearly.
Designers are increasingly skilled at transforming data into visually engaging formats.
• Storytelling: A narrative-driven approach helps maintain audience interest. Designers are crafting presentations that
follow a storyline, making the content more relatable and memorable.
• Brand Consistency: Presentation designers are focusing on ensuring that slides align with a brand's visual identity,
using consistent colors, fonts, and imagery.
• Use of Multimedia: Incorporating videos, animations, and audio elements can enhance engagement and retention,
making presentations more dynamic.
• Conclusion
• Presentation design is a growing field with a diverse range of professionals and styles across the globe. From individual
freelancers to large agencies, designers are leveraging technology and creativity to craft impactful presentations that
resonate with audiences. As trends evolve, the integration of storytelling, data visualization, and interactive elements
• Minimum Viable Product (MVP)
• Definition: An MVP is the most basic version of a product that still delivers enough value to attract early adopters and
validate a business idea. The goal is to test the product in the market quickly and gather feedback for further
development.
• Characteristics:
Core features only
Released to real users
Focus on learning and validation
• Examples:
• Dropbox: Before building the full product, Dropbox created a simple explainer video demonstrating the concept of
file synchronization. The video garnered significant interest, helping them validate the idea before developing the
actual application.
• Airbnb: The founders started by renting out their apartment to attendees of a local conference. They created a simple
website to test the concept of short-term rentals, which provided valuable insights before launching the platform.
• Buffer: Buffer began as a landing page that explained the idea of a social media scheduling tool. Users could sign up
to learn more, validating interest before investing in the full product development.
• Prototyping
• Definition: A prototype is an early model or simulation of a product used to test concepts, features, and
design ideas. Prototypes can range from low-fidelity (like paper sketches) to high-fidelity (like interactive
digital models) and are primarily used for testing and gathering feedback.
• Characteristics:
Focuses on design and functionality
Can be low-fidelity or high-fidelity
Often used in user testing
• Examples:
• Zebra Technologies: When designing a new mobile printer, Zebra used paper prototypes to test the layout
and usability. Feedback from users helped refine the design before any digital models were created.
• AirPods by Apple: Apple often develops high-fidelity prototypes for user testing. They created various
iterations of the AirPods, allowing testers to evaluate fit, usability, and sound quality before the final
product launch.
• Figma: As a collaborative design tool, Figma allows users to create interactive prototypes of their designs.
Designers can quickly build and test user interfaces, receiving feedback without full development.