SlideShare a Scribd company logo
Image	
  by	
  George	
  Atanassov	
  from	
  flickr	
  
Image	
  copyright	
  P.	
  M.	
  	
  Carlson	
  

	
  

The Design Thinking Framework
Dana Mitro" Silvers
California Association of Museums Conference
March 7, 2014


2
Some background
d.school bootcamp + SFMOMA

Image	
  from	
  flickr	
  by	
  the	
  Stanford	
  d.school	
  
Today’s presentation
What is design thinking?

A short design challenge

What does the process look like in
museums?
 What is design thinking?


Image	
  from	
  flickr	
  by	
  the	
  Stanford	
  d.school	
  
Optimistic

Collaborative
Human-centered

Bias toward action

Show don’t tell

Prototype-driven

A process + mindset


All icons licensed from The Noun Project
 

grounded in a deep understanding of
user needs
7

Image	
  courtesy	
  Michael	
  Edson,	
  Smithsonian	
  InsBtuBon	
  
Mindset and methodology
“Design Doing”


Photo	
  by	
  Andrew	
  Delaney/	
  
Let’s try it!
Your first design challenge
Find a partner.

Face each other and get comfortable.

Get out paper and a pen.
Your Challenge…
How might we redesign the
CAM conference badge
to better facilitate
networking?
 

Image from flickr by Matt Biddulph	

13
Start with a conversation

Image courtesy of Susan Spero
Interview your partner
What do you like most & least about
your CAM badge? 
Why?

What do you like most & least about
networking at this conference?
Why?

2 minutes x 2
Sketch ideas
Use your new knowledge about your
user to sketch out ideas for a new
badge for him/her.

2 minutes on your own
Share + get feedback
Show your sketches and ideas to your
partner.

What resonates?
What do they dislike?


2 minutes x 2
st
1

Congratulations on your
Mindset and methodology
design cycle!


Photo	
  by	
  Andrew	
  Delaney/	
  
The framework

Image	
  by	
  the	
  Stanford	
  d.school	
  
Conquering Museum Challenges with Design Thinking
Talk to real people

Images	
  courtesy	
  SFMOMA	
  
Conquering Museum Challenges with Design Thinking
Define the right problem

Image	
  copyright	
  P.	
  M.	
  	
  Carlson	
  
Conquering Museum Challenges with Design Thinking
Generate ideas + defer judgment

Image	
  copyright	
  P.	
  M.	
  	
  Carlson	
  
Conquering Museum Challenges with Design Thinking
Build + test to learn
Thank you!

Blog: DesignThinkingforMuseums.net 
Email: dana@dmitro".com
Twitter: @dmitro"
Design	
  Thinking	
  in	
  Ac-on:	
  
makeX:	
  The	
  Palo	
  Alto	
  Teen	
  Mobile	
  
Makerspace	
  Project	
  
	
  

	
  
	
  
	
  

	
  
29
Introduc-on	
  to	
  makeX	
  

	
  

30
How	
  our	
  project	
  got	
  started	
  

	
  

31
Art	
  Center’s	
  design	
  thinking	
  
process	
  

	
  

32
Art	
  Center’s	
  audience	
  design	
  
thinking	
  process	
  

	
  

§  Teens	
  need	
  a	
  safe	
  and	
  
fun	
  place	
  to	
  acBvely	
  
express	
  themselves	
  
with	
  their	
  friends	
  
because	
  it	
  is	
  important	
  
to	
  be	
  involved	
  in	
  a	
  
community	
  in	
  which	
  
you	
  are	
  heard	
  and	
  
respected.	
  

	
  
33
Introduc-on	
  to	
  makeX	
  

	
  

34
Project	
  Goals	
  

	
  

§  To	
  design	
  and	
  develop	
  a	
  third	
  
space	
  for	
  teens.	
  
§  To	
  involve	
  teens	
  extensively	
  in	
  
the	
  planning	
  process	
  and	
  ensure	
  
their	
  voices	
  are	
  heard	
  and	
  
validated	
  
§  To	
  promote	
  teen’s	
  engagement	
  
in	
  a	
  design	
  thinking	
  process	
  and	
  
demonstrate	
  the	
  applicaBons	
  of	
  
design	
  thinking	
  concepts	
  in	
  life	
  
and	
  learning.	
  
	
  

	
  

35
Introducing	
  the	
  Designers	
  

	
  

36
Process:	
  
Introducing	
  the	
  Project	
  

	
  

§  How	
  might	
  we	
  
design	
  a	
  mobile	
  
makerspace	
  that	
  
creates	
  a	
  broad	
  
range	
  of	
  
experiences	
  and	
  is	
  
welcoming	
  to	
  
diverse	
  users?	
  
	
  

	
  
37
Process:	
  	
  
Establishing	
  Groundrules	
  
§ 
§ 

	
  

§ 
§ 
§ 
§ 
§ 
§ 
§ 
§ 
§ 

Everyone	
  is	
  heard	
  
Show	
  up	
  on	
  Bme,	
  respect	
  your	
  
commitment	
  
Take	
  an	
  extra	
  step	
  to	
  get	
  to	
  know	
  others	
  
No	
  phones	
  (except	
  for	
  breaks)	
  
Use	
  good	
  judgment—be	
  nice	
  
Ask	
  quesBons	
  
Provide	
  clarificaBon	
  
Respect	
  other	
  people’s	
  ideas	
  
Take	
  on	
  tasks	
  that	
  are	
  needed—
contribute	
  
Make	
  compromises	
  
Be	
  opBmisBc	
  

	
  
38
Process:	
  Pre-­‐Survey	
  

	
  

39
Process:	
  Field	
  Trips	
  

	
  

40
Process:	
  Field	
  Trips	
  

	
  

41
Process:	
  Design	
  Thinking	
  

	
  

42
Process:	
  Empathy	
  

	
  

43
Process:	
  Defining	
  

	
  

44
Process:	
  Defining	
  

	
  

§  Inexperience	
  maker	
  
teenager	
  (Shasta)	
  needs	
  a	
  
nonjudgmental	
  place	
  to	
  
learn	
  and	
  be	
  inspired	
  
because	
  she	
  wants	
  a	
  place	
  
to	
  create	
  and	
  relax	
  without	
  
pressure	
  to	
  succeed.	
  

	
  

45
Process:	
  Defining	
  

	
  

§  Freddy	
  needs	
  a	
  way	
  to	
  mix	
  
machinery	
  with	
  craVs	
  
because	
  he	
  wants	
  to	
  
personalize	
  and	
  
individualize	
  the	
  industrial	
  
world.	
  

	
  

46
Process:	
  Defining	
  

	
  

§  The	
  lazy	
  video	
  game	
  addict	
  
(Kyle)	
  needs	
  a	
  way	
  to	
  
achieve	
  an	
  adrenaline	
  rush	
  
and	
  mo-va-on	
  because	
  he	
  
is	
  bored	
  and	
  sick	
  of	
  school.	
  

	
  

47
Process:	
  Defining	
  

	
  

§  Georgia	
  needs	
  a	
  way	
  to	
  
unwind	
  aVer	
  school	
  
because	
  unwinding	
  would	
  
help	
  her	
  lower	
  her	
  stress	
  
levels.	
  

	
  

48
Process:	
  Brainstorming	
  

	
  

49
Process:	
  Prototyping	
  

	
  

50
Process:	
  Prototyping	
  

	
  

51
Process:	
  Prototyping	
  

	
  

52
Process:	
  Prototyping	
  and	
  
Tes-ng	
  

	
  

53
Process:	
  Equipment	
  and	
  
Material	
  Selec-on	
  

	
  

54
Process:	
  Installa-on	
  

	
  

55
Process:	
  Opening!	
  

	
  

56
makeX	
  Furniture:	
  Tool-­‐A-­‐Gon	
  

	
  

57
makeX	
  Furniture:	
  Folding	
  Table	
  

	
  

58
makeX	
  Furniture:	
  	
  
Bouncing	
  Stool	
  

	
  

59
makeX	
  Furniture:	
  	
  
MAKE	
  Shelves	
  

	
  

60
makeX	
  Furniture:	
  	
  
Storage	
  Walls	
  

	
  

61
Our	
  Partners	
  

	
  

62
Noll	
  &	
  Tam	
  Architects	
  

	
  

63
Hero	
  Design	
  

	
  

64
Bernie	
  Trilling	
  

	
  

65
Evalua-on	
  Feedback	
  

	
  

§  EvaluaBon	
  feedback:	
  
–  Majority	
  of	
  teen	
  designers	
  shared	
  that	
  they	
  
thought	
  they	
  could	
  incorporate	
  design	
  thinking	
  in	
  
their	
  day-­‐to-­‐day	
  lives:	
  
•  “Yes,	
  design	
  process	
  could	
  be	
  applied	
  to	
  
problem	
  solving	
  and	
  other	
  criBcal	
  thinking	
  
applicaBons.”	
  
•  “Problem	
  solving	
  skills	
  apply	
  to	
  all	
  problems—
abstract	
  and	
  physical.”	
  
	
  

	
  
66
For	
  more	
  informa-on	
  

	
  

§  For	
  more	
  info	
  and	
  to	
  download	
  drawings	
  of	
  our	
  furniture:	
  
	
  	
  	
  	
  	
  	
  www.cityofpaloalto.org/gov/depts/lib/teens/makex.asp	
  
§  To	
  reserve	
  equipment:	
  
hps://liquidspace.com/Venues/makex	
  
§  makeX	
  was	
  supported	
  in	
  part	
  by	
  the	
  U.S.	
  InsBtute	
  of	
  
Museum	
  and	
  Library	
  Services	
  under	
  the	
  provisions	
  of	
  the	
  
Library	
  Services	
  and	
  Technology	
  Act,	
  administered	
  in	
  
California	
  by	
  the	
  State	
  Librarian	
  
§  Karen	
  Kienzle,	
  Director,	
  Palo	
  Alto	
  Art	
  Center	
  
(karen.kienzle@cityofpaloalto.org)	
  

	
  

	
  
67
What’s	
  next?	
  

	
  

68
Thank	
  you!	
  

	
  

69
makeX	
  
The	
  Palo	
  Alto	
  Teen	
  Mobile	
  
Makerspace	
  Project	
  
	
  

	
  
	
  
	
  

	
  
70
BRIANNA
CUTTS
Creative Confidence
•  A mindset
•  We have the natural talents
•  It takes confidence to act on
natural talents
Design Thinking
•  A set of tools that let us express
our
Creative Confidence
Creativity
“The process of having
original ideas that have
value.”
— Sir Ken Robinson, Author

Innovation
“Putting new ideas into
the world.”
— Tim Brown, IDEO CEO
Creativity
“The process of having
original ideas that have
value.”
— Sir Ken Robinson, Author

Innovation
“Putting new ideas into
the world.”
— Tim Brown, IDEO CEO

Having
Ideas
Creativity
“The process of having
original ideas that have
value.”

Having
Ideas

— Sir Ken Robinson, Author

Innovation
“Putting new ideas into
the world.”
— Tim Brown, IDEO CEO

Acting on
Ideas
Design Thinking Tool
Explore choices before you
make a decision
Design Thinking Tool
Explore choices before you
make a decision

Diverge

create
choices
Design Thinking Tool
Explore choices before you
make a decision

Diverge

create
choices

Converge
make
choices
Design Thinking Tool
Explore choices before you
make a decision

Diverge

create
choices

create
choices

Converge
make
choices
Creative Confidence Tool

FULL

EMPTY
Creative Confidence Mindset

FULL

EMPTY

Being optimistic is
a critical part of
Creative
Confidence
Creative Confidence Journey

Being Curious
Creative Confidence Journey

Taking Risks

Being Curious
Creative Confidence Journey

Taking Risks

Test & Tweak
Succeed & Fail

Being Curious
Creative Confidence Journey

Building Confidence

Taking Risks

Test & Tweak
Succeed & Fail

Being Curious
Creative Confidence Journey
Creative Confidence Journey
Act like a kid?
Not so easy …
Brain Basics

Youth Brain

Adult Brain
Brain Basics
Something SCARY

Youth Brain

Adult Brain
Brain Basics
Something SCARY

Youth Brain

Adult Brain
Brain Basics
Something SCARY

Youth Brain

Adult Brain
We’re All Creative
0
years

Human Life Span

100
years
We’re All Creative
0
years

0-5
years
is most
creative
time in
life

Human Life Span

100
years

1968 Longitudinal Study:
Breakpoint and Beyond:
Mastering the Future Today,
George Land and Beth Jarman
We’re All Creative
•  1,600 5-year-olds
•  Test used by NASA to select
innovative engineers and
scientists
•  At age 5: 98%
•  At age 10: 30%
•  At age 15: 12%
What happens?
Creative Confidence Hurdle
Creative Confidence Hurdle
Building
Creative Confidence
Create a world
that’s better for
everyone
Design Thinking:
Empathy for user
Create a world
that’s better for
everyone
Design Thinking:
Empathy for user
Create a world
that’s better for
everyone

Creative Confidence:
Optimism for creator
But How?
Cultivate Curiosity

Building Confidence

Taking Risks

Test & Tweak
Succeed & Fail

Being Curious
Take Risks
Create a Failure Safe Zone

Creative
risk taking
Take Risks
Create a Failure Safe Zone

judgment

sarcasm

doubt

criticism

Creative
risk taking

apathy

pressure
Fail Often
Create a Failure Safe Zone

judgment

sarcasm

doubt

criticism

Creative
risk taking

apathy

pressure
My approach:
Hybrid of Techniques
Process Reminders

Learn the rules
so that you
know how to
break them
Process Reminders
Measure twice,
cut once
Learn the rules
so that you
know how to
break them
Process Reminders
Measure twice,
cut once
Learn the rules
so that you
know how to
break them

Learn by doing
STORY
PASSION

STORY
PASSION

AUDIENCE

STORY
PASSION

AUDIENCE

STORY

TECHNIQUE
Funneling Process
Funneling Process

The Exhibition
Funneling Process
The Content

The Exhibition
Funneling Process
The Content

The Exhibition

The Visitor
Funneling Process
The Content

The Exhibition

The Visitor

Inspire More Questions
than you Answer
Guiding others to develop
Creative Confidence
JFK University
Exhibition Development
Europa: Life Under Ice
Before
Europa: Life Under Ice
After
Europa: Life Under Ice
Fill These Empty Halls
A John F. Kennedy University Exhibition
Fill These Empty Halls
A John F. Kennedy University Exhibition
Fill These Empty Halls
A John F. Kennedy University Exhibition
Now What?
Have Empathy

Be Optimistic
Test & Tweak
Have Empathy

Be Curious

Be Optimistic
Test & Tweak
Have Empathy

Take Risks

Be Curious

Be Optimistic
Practice, Test & Tweak
Book Recommendations
BRIANNACUTTS. COM
Creativity Stuff

SIBBETTGROUP.COM
Exhibit Design
Image	
  by	
  George	
  Atanassov	
  from	
  flickr	
  

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