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Design for Delight - Innovation Overview

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Design for Delight - Innovation Overview - External Presentation

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Design for Delight - Innovation Overview

  1. 1. Design for Delight
  2. 2. Chat about...
 • Why Design for Delight? • 3 Core Principles • 6 Methods
  3. 3. Why 
 Design for Delight?
  4. 4. #1 driver of new customer purchases of Intuit products Word of Mouth
  5. 5. Delight promotes Word of Mouth
  6. 6. • Flawless planning • Avoid failure • Rigorous analysis • Presentations • Arm’s length customer research • Periodic • Thinking • Enlightened TRIAL & ERROR • Fail FAST • Rigorous TESTING • Lightweight EXPERIMENTS • DEEP CUSTOMER IMMERSION • CONTINUOUS • DOING TO: Designing for Delight (aka Design Thinking) FROM: Traditional Thinking
  7. 7. TO: Designing for Delight (aka Design Thinking) 4 + 4 = 8 8 = 4 + 4 2 + 6 12 – 4 4 x 2 24 / 3 Discovery of what is “right”. The so-called “correct” answer Discovery of what WORKS. An infinity of POSSIBLE answers FROM: Traditional Thinking
  8. 8. 3 Core Principles
  9. 9. Know your customer better than they know themselves.
  10. 10. Observed customer pain...
  11. 11. ...drives to a solution.
  12. 12. It is hard to understand your customer from your office…
  13. 13. Connect with where they are coming from… 1. Be the customer 2. Watch the customer 3. Talk with the customer
  14. 14. Purpose of Deep Customer Empathy • See the customer from a different perspective • Understand what really matters
  15. 15. To get one great idea, you have to create lots. Your first idea is usually not your best.
  16. 16. Divergent Thinking Create Choices Convergent Thinking Make Choices
  17. 17. Purpose of Going Broad to Narrow • Create options before making choices • Explicit criteria = better choices • The foundation for innovating new ways of doing things
  18. 18. Watching how our customers behave is far better than our opinion.
  19. 19. Rough Experiments to Test Ideas
  20. 20. Get Feedback Early and Often
  21. 21. Build Physical Prototypes to Experiment
  22. 22. Experiment in the Lab & Field
  23. 23. Purpose of Rapid Experiments with Customers • To learn what will improve customers lives • To learn what the pros and cons of different approaches are • To make better decisions
  24. 24. 6 Methods
  25. 25. The Empathy Map The Problem Statement Brainstorming The 2x2 The Storyboard Visioning
  26. 26. The Empathy Map
  27. 27. You have research findings and want the team to understand what they mean at a deeper level. WHY
 use it WHEN
 to use it •To sink into a user’s perspective and related emotions. •To uncover underlying motivations and beliefs that drive behaviors and words. • Feelings are key to delivering delight. Time: 20-30 minutes per user
  28. 28. 1.PLAN: Set out Sharpie markers and Post-Its 2.UNPACK FIELD RESEARCH: What ‘s surprising? Individually, write down your top 3 observations.Then, as a group, share each user’s story out loud, one at a time.Take notes on Post-Its, capturing observations, quotes, and inferences. 3.WALKTHE MAP: Sticking Post-Its in the appropriate areas, starting with the explicit (say, do) and then to the implicit (feel, think) for each observation. “What did this person... SAY? (quotes and keywords) DO? (actions and behaviors) FEEL? (infer emotions using words/facial expression) THINK? (infer beliefs, logic – if I do this, then...) HOW to do it
  29. 29. The Problem Statement
  30. 30. I am an overweight employee with a full-time job and a toddler at home. I am trying to get regular exercise, but I can’t find the time because I spend all of my free time playing with my daughter , which makes me feel powerless to control my weight.
  31. 31. You have a hypothesis, or understanding, about the customer problem and need to articulate it to gain shared-vision or customer feedback. WHY
 use it WHEN
 to use it Enables stakeholders to clarify the problem, the root causes and associated emotions. Use the problem statement with the target customer to get feedback on how well this statement reflects their problem, and how painful this problem is relative to others, from their perspective. Time: 5-10 minutes per Problem Statement
  32. 32. 1.WRITE the problem statement template on a large board or poster (or print the problem statement template). 2.Each team member should GENERATE their own problem statement, filling in the 5 phrases. 3.SHARE all problem statements with group 4.CHOOSE which problem statement(s) to test with customers HOW to do it
  33. 33. Brainstorming
  34. 34. You want to generate a bunch of ideas, form a variety of perspectives – quickly. WHY
 use it WHEN
 to use it •To generate many new ideas -- quickly • Incorporate diverse perspectives • Probe more deeply into a problem or opportunity area Time: 30-40 minutes
  35. 35. 1.SET CONTEXT by grounding participants in the problem or opportunity space, project history, personas and insights. 2.WARM UP. Use a group exercise to get energy up. 3.FOCUS ATTENTION by writing a provocative “How Might We...?” or “What ways can...?” question on the board. 4.QUIET IDEATION. To balance different thinking styles, spend 2-3 minutes capturing ideas individually, one idea per Post-It. Use Sharpies. 5.ENGAGE EACH PARTICIPANT by asking them to share an idea. 6.REINFORCE the idea by repeating and clarifying it, then sticking it on the board. 7.BROADEN:When ideation slows, build on ideas. 8.CLUSTER ideas into themes. HOW to do it
  36. 36. The 2x2
  37. 37. These are the best ideas for the project goals
  38. 38. When you have a number of ideas, and need to evaluate them to narrow your focus. Explore relationships and tensions between two goals, values, motivations, or other characteristics. Prioritize your ideas using criteria important to you and your customers. WHY
 use it WHEN
 to use it
  39. 39. 1.EXPERIMENT with word pairs for axis labels. Often, it takes a few iterations to arrive at useful labels for analyzing ideas. 2.PLACE idea Post-Its in the appropriate quadrants.You should have Post-Its in all quadrants. If you find they are all clustered in one quadrant, brainstorm another axis label. 3.PHOTOGRAPH the populated 2x2 and the related notes. 4.ITERATE. Develop multiple versions of 2x2’s to uncover additional insights and refine your point of view on which ideas to explore first. HOW to do it
  40. 40. The Storyboard
  41. 41. When you have an idea and want feedback on how well it solves the customer problem, meets the customer’s criteria, or delivers a big customer benefit. WHEN
 to use it Enables your team to iterate quickly on new concepts before spending time designing or building high-fidelity mockups. Storyboards can also be used to gain deeper insight into the customer’s experience. WHY
 use it Time: 60 minutes per iteration, including customer feedback
  42. 42. 1.SELECT an idea or problem to storyboard 2.DETERMINE WHATYOU WANTTO LEARN: 1.ASK the team “What would be good about this solution?” Be very specific (e.g.,“Make it Easy” is too broad) 2.NARROW to the top 2-3 reasons.This is the hypothesis that you’ll test for this idea. 3.CREATE A SCRIPT. Place a Post-It in each cell. 1.Write the customer BENEFIT in the last cell. 2.Describe the customer PROBLEM in the first 1-2 cells 3.Use the cells in-between to show how the story unfolds (your SOLUTION). 4.REPLACE each Post-It with a sketch of a key scene of the story. 1.PILOT your storyboard: Have someone who doesn’t know the story read it aloud and tell you what’s confusing. Revise. 2.GET CUSTOMER FEEDBACK. Have the customer tell you what is happening in each cell.Then get their reaction to the problem, idea, and the benefit. HOW to do it
  43. 43. Visioning
  44. 44. •You need to articulate and align your team on an inspiring overarching vision. •You need to bring deeper meaning to an existing vision statement. WHEN
 to use it •To establish the emotional connection to why this outcome is important for you and your team. •To understand the relationship between current state and where you want to be. WHY
 use it Time: 90+ minutes
  45. 45. “D4D is our number 1 weapon in attaining growth and there is no #2” - Scott Cook

Design for Delight - Innovation Overview - External Presentation

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