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Design Thinking - ✔✔- Strives to solve 'wicked problems' with a social-oriented
paradigm instead of problem-focused paradigm
--Avoid getting mired down by roadblocks and tradition
- Strives to foster innovation and creativity by disrupting our traditional thinking
--Moving from convergence (make a choice) to divergence (create a new choice)
- Strives to be very user centric
--Understanding human needs in culture and context
- Strives to be an iterative process (lots of experimentation and prototyping)
--Get better and more feedback with a tangible test (ex. Edison and light bulb)
'looking at the edges' - ✔✔- They look for the places where 'extreme' people live
differently, think differently, and consume differently.
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, four principles (rules) of design thinking - ✔✔- The human rule: All design activity is
social in nature
- The ambiguity rule: Ambiguity is inevitable - experiment at the limits of your
knowledge!
- All design is redesign: While technology and social circumstances may change, basic
human needs remain unchanged.
- The tangibility rule: Prototypes help to make ideas tangible, enabling designers to
communicate them effectively
divergent thinking - ✔✔creating new choices and ideas
convergent thinking - ✔✔only have one 'correct' answer. no creativity
Taking risks and Truly innovate - ✔✔- They want to make the best products for
everyone. They want to understand and do what is best for them and make what will
truly help them.
5 phases of design thinking - ✔✔- Empathize: learn about the audience for whom you
are designing (convergent)
- Define: construct a point of view that is based on user needs and insights (divergent)
- Ideate: brainstorm and come up with creative solutions (divergent)
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