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  • The #dariahTeach Project
  • The IGNITE Project
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  • Introduction
  • Unit 1: Key Principles
  • Unit 2: Discover
  • Unit 3: Frame & Define
  • Unit 4: Develop
  • Unit 5: Deliver & Document
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    Unit 1: Key Principles

    Unit 1: Key principles

    For many people, design thinking resembles a kind of messing around, hoping to find a nice idea. It doesn’t look very professional, as there are always workshops where questions are reformulated again and again; ideas are embodied with post-it’s that are everywhere; and prototypes look silly, made with DUCT tape, carton and Lego. But there is a method behind the madness and in this unit, we will explain some key principles of design thinking. You will learn that the logic of design demands a trial-and-error approach and that developing multiple frames (perspectives on what seems to be the problem and solution) is obligatory.

    Guido Stompff (the designer of the content of this course) explains
    in this introduction what design thinking is

     







    • 1.1 The Logic of Design Lesson
    • 1.2 Frames, Ideas and Concepts Lesson
    • 1.3 The Art of Framing Lesson
    • 1.4 The Expanded Double Diamond Lesson
    • quiz 1 Interactive Content
    • Deduction and induction Interactive Content
    • When to apply design thinking? Interactive Content
    • Wicked problems 1 Interactive Content
    • Wicked problems 2 Interactive Content
    • Double diamond Interactive Content
    • Open-ended and closed-ended questions Interactive Content
    • Wicked Problem Interactive Content
◄IntroductionUnit 2: Discover►
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Course Custom Menu
Introduction
  Instructions
  Intended Learning Objectives
  Teaching and Learning Methods
Unit 1: Key Principles
  1.1 The Logic of Design
  • 1.1.1 The Reflective Practice of Design
  • 1.1.2 Wicked Problems Demand Design Thinking
  • 1.1.3 When to apply Design Thinking
  • 1.1.4 Design = Abductive Reasoning
  • 1.1.5 The Need for a Plan B
  1.2 Frames, Ideas and Concepts
  • 1.2.1 The problematic vocabulary of Design Thinking
  • 1.2.2 Definitions
  • 1.2.3 The relation between frames, ideas and concepts
  1.3 The Art of Framing
  • 1.3.1 What is a frame?
  • 1.3.2 Vary the level of obviousness
  • 1.3.3 Listening
  • 1.3.4 Develop metaphors
  1.4 The Expanded Double Diamond
  • 1.4.1 The omission of the Double Diamond
  • 1.4.2 The Expanded Double Diamond
Unit 2: Discover
  2.1 The Hunt for Insights
  • 2.1.1 Research For and Through Design
  • 2.1.2 Empathy
  • 2.1.3 Qualitative Research
  • 2.1.4 Primary and Secondary Research
  2.2 Iceberg of Knowledge
  • 2.2.1 Iceberg of Knowledge
  • 2.2.2 Assessing Different Kinds of Knowledge
  2.3 Design Research Methods
  • 2.3.1 Open Interviews
  • 2.3.2 Contextual Inquiry
  • 2.3.3 Observing and Participating
  • 2.3.4 Context Mapping
  2.4 Making Sense
  • 2.4.1 Making Sense of Data
  • 2.4.2 Empathy Mapping
  • 2.4.3 Personas
  • 2.4.4 Customer Journey
  2.5 Reflect
  • Reflect
Unit 3: Frame & Define
  3.1 Framing
  • 3.1.1. Why Framing Precedes Defining
  • 3.1.2 Create Multiple Frames
  • 3.1.3 Frameboards
  • 3.1.4 An Idea is Not a Frame
  • 3.1.5 Reflecting on Frames
  3.2 Scoping: Design Brief
  • Scoping: Design Brief
  3.3 Reflect
  • Reflect
Unit 4: Develop
  4.1 Developing a Concept
  • 4.1.1. The Whole and Its Parts
  • 4.1.2 Concept: Research
  • 4.1.3 Concept: Ideation
  • 4.1.4 Concept: Prototyping & Testing
  4.2 Co-creation
  • 4.2.1 Iterations
  • 4.2.2 Boundary Objects
  4.3 Ideation Techniques
  • 4.3.1 Principles
  • 4.3.2 Rules of Thumb for a Workshop
  • 4.3.3 Techniques
  4.4 Concept Representations
  • 4.4.1 The Need for Representations
  • 4.4.2 Developing a Concept
  • 4.4.3 Documenting a Concept
  • 4.4.4 Selling a Concept
  • 4.4.5 Testing a Concept
  • Exercise
  4.5 How to Test Concepts
  • How to Test Concepts
  4.6 Concept Choice
  • 4.6.1 Concept Choice
  • 4.6.2 Reflect
  • 4.6.3 Exercise
Unit 5: Deliver & Document
  5.1 Delivering the Final Design
  • 5.1.1 From Concept to Final Design
  • 5.1.2 Plan Ample Time
  • 5.1.3 The Cycle of Build, Test, Learn
  • 5.1.4 Desirable, Feasible and Viable
  • 5.1.5 Minimal Viable Product
  5.2 Prototypes
  • 5.2.1 Testing Desirability, Feasibility and Viability
  • 5.2.2 Prototypes to Test Desirability
  • 5.2.3 Prototypes to Test Feasibility
  • 5.2.4 Prototypes to Test Viability
  5.3 Test
  • 5.3.1 A Testing Regime
  • 5.3.2 Functional Tests
  • 5.3.2 User Tests
  • 5.3.3 Usability Tests
  • 5.3.4 Utility Tests
  • 5.3.5 Market Tests
  • 5.3.6 Lab Testing vs. Field Testing
  • 5.3.7 Alpha and Beta Testing
  • 5.3.8 Exercise
  5.4 Document
  • 5.4.1 Specifications
  • 5.4.2 Rationale and Reflection
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      • Practicing Design Thinking & Making

        • Participants

        • Introduction

        • Unit 1: Key Principles

          • Lesson1.1 The Logic of Design

          • Lesson1.2 Frames, Ideas and Concepts

          • Lesson1.3 The Art of Framing

          • Lesson1.4 The Expanded Double Diamond

          • Interactive Contentquiz 1

          • Interactive ContentDeduction and induction

          • Interactive ContentWhen to apply design thinking?

          • Interactive ContentWicked problems 1

          • Interactive ContentWicked problems 2

          • Interactive ContentDouble diamond

          • Interactive ContentOpen-ended and closed-ended questions

          • Interactive ContentWicked Problem

        • Unit 2: Discover

        • Unit 3: Frame & Define

        • Unit 4: Develop

        • Unit 5: Deliver & Document

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Main Language

en

Other Languages

aa

Publisher Name

dariahTeach

Authors

Guido Stompff

Licence

CC0

Publication Date

2021-02-22 10:54:00

ECTS

5

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