D&Ti 2 ND Unit
D&Ti 2 ND Unit
a) Empathize
1. Empathy is a core value of design thinking .it is also the first step in the design
thinking process.
2. Empathic research and design is not concerned with facts about the user, such as
their age or location.
3. It focuses on their feelings towards a product and their motivations in certain
situations.
Empathy Tools
Empathy maps are mappings that make sense of and describe various aspects and
processes associated with a product or services.
Types of Mapping:
1. Empathy Mapping
Empathy Maps help team members understand the user’s Mindset
An Empathy Map is a collaborative Visualization used to articulate what is
know about a particular user.
It externalizes user knowledge in order to Create a shared understanding and
Aid in decision making.
Empathy maps widely used is a powerful, fundamental tool for design
communities.
Format:
➢ Traditional empathy maps are spilt into four quadrants.
➢ The four quadrants are say, Thinks, Does and Feels with the user or persona
in the middle.
➢ Empathy Maps provide a glance into who a user is as a whole and are not
chronological or sequential.
Characteristics:
Process:
How to build an Empathy Map
1. Define scope and goals:
2. Gather materials
3. Collect research
4. Individually generate sticky notes for each quadrant
Characteristics
• It is used for understanding and addressing customer needs and pain points
• Journey mapping starts by compiling a series of user goals and actions into a
timeline skeleton.
• The skeleton is fleshed out with user thoughts and emotions to create a
narrative.
• Then the narrative is condensed into a visualization used to communicate insights
that will inform Design Processes.
• It could either be constructed based observations and interviews with end users or it
could be something ask the customer to draw out and explained.
• Each journey map should contain the journey that a customer goes through and
could be either closely relevant or even tangential to the focus of the design project
• A customer journey map can help to build empathy towards the users as
designers try to experience what they go through
Rules for Creating Successful Journey Maps:
• Successful journey maps require more than just the inclusion of the “right” elements
• Journey mapping should be a collaborative process informed by well defined goals
and built from research.
Rules:Establish the “why" and the “what.”
identify the business goal that the journey map will support. Make sure there are clear
answers to these basic key questions before you begin the process:
Base it on truth
Journey maps should result in truthful narratives, not fairy tales. Start with gathering
any existing research, but additional journey-based research is also needed to fill in
the gaps that the existing research This is a qualitative-research process
Collaborate with others
he activity of journey mapping (not the output itself) is often the most valuable part of
the process, so involve others. Pull back the curtain and invite stakeholders from
various groups to be a part of compiling the data and building the map
Don’t jump to visualization
The temptation to create an aesthetic graphic or jump to design can lead to beautiful
yet flawed journey maps. Make sure the synthesis of your data is complete and well-
understood before moving to creating the visual.
Engage others with the end product. Don’t expect to get “buy-in” and foster interest
in your journey map by simply sending a lovely graphic as an email attachment Make
it a living interactive document that people can be a part of. Bring up your story in
meetings and conversations to promote a narrative that others believe in and begin to
reference
b) Analyze (Define)
In the Design Thinking process, the Define stage is pivotal for transforming insights
gathered during the Empathize phase into a clear, actionable problem statement. This
stage focuses on synthesizing information to understand users' needs and challenges,
setting the foundation for effective solution development.
c) Ideate
In the Design Thinking process, the Ideate stage is where creativity and innovation
converge to generate a wide array of potential solutions to the problem defined in the
previous stage. This phase encourages open thinking and risk-taking to explore
diverse ideas without immediate judgment.
High-Fidelity Prototyping:
The fidelity of the prototype refers to the level of details and functionality
built into a prototype.
A high-fidelity (sometimes referred as high-fi or hi-fi) prototype is a computer-
based interactive representation of the product in its closest resemblance to the
final design in terms of details and functionality.
The high in high-fidelity refers to the level of comprehensiveness that allows
designers to examine usability question in detail and make conclusions about the
user behaviour.
High-fidelity prototypes appear and function as similarly as possible to the
actual product.
Teams usually create high-fidelity prototypes when they have a solid
understanding of what they are going to build, and they need to either test it with
real users or get final-design approval from stakeholders.
High-fidelity prototypes are designed to look and operate similarly to the finished
product
1.The testing phase allows the designers to gain the feedback and insights that may
not be possible without testing their prototypes.
2.Through these tests, designers will be able to identify aspects of their prototype that
did not work well, or the end user did not find the functional or pleasing.
3.These failures give the designers the opportunity to fix and improve the aspects of
their prototypes.
4.In the testing phase, Design thinking teams tests prototyped solution with users
representing the target personas.
5.Feedback from this stage would be fed back to the define the stage to redefine the
problem.
6.The test report is especially important as this gives the input for corrections.
7.The test report should have the following fields.
Feature code
Test data
Test case number
The proficiency level of the user
Result test case wise
8.There are four aspects that designers need to consider when testing with end users
1. The prototype
2. Context and scenario
3. The interaction between the user and designer
4. The process and method used to observe, capture feedback, and reflect.
Testing a solution with limited number of users who represents the target
personas is much better than testing with many random users.
The optimum number of users that should be included in the testing phase is eight
or ten per persona.
Finding the users who represent the target personas is one of the most challenging
parts of the testing phase.
a) Personas
c) Brainstorming
d) Prototyping
e) Product Development