DESIGN INQUIRY & RESEARCH · 1. Establish Goals (qualitative) What do we want to achieve…Why? 2....
Transcript of DESIGN INQUIRY & RESEARCH · 1. Establish Goals (qualitative) What do we want to achieve…Why? 2....
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DESIGN INQUIRY & RESEARCHQUALITATIVE ANALYSIS
Steve Sclarow |August 19, 2017| MIS 5403 Sec 401
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DESIGN THINKING: An interactive, qualitative approach to problem solving
Relevance to MBA Education• Complement and enhance your professional skillsets
Design Thinking• Collaboration, Experimentation, Consensus Building,
Listening and Innovation
Communicating • Through Storytelling• With Drawing
Studio Class Environment • Learning through Constructive Criticism
• Active Listening
• Consensus Building
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STORY TELLING: The Personal Narrative Card
Guidelines: The Card must include your name
It must tell a visual story about you.
• Something your team does not already know about you
Include a one – two word title.
• This describes you or a role you would like to play on your team.
You must use multiple available materials.
The Card must stand vertically
You have 15 minutes to create your card
Everyone will present their story
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STORY TELLING: The Personal Narrative Card – Key Takeaways
You utilized your natural problem solving skills
You improvised
You communicated primarily through graphics
Qualitative thinking (flexible, unstructured)
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STORY TELLING: The Personal Narrative Card – Key Takeaways
Active Listening
Thought Visually
Working under Time Factor
Used all your resources
Details are provided in the story you told
Don’t forget to photograph your card!
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PERCEPTION: Not everything is what it seems
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PERCEPTION: Not everything is what it seems…Hindu parable, 6 Blind men
Spear HoseFanRope Wall Tree
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PERCEPTION: Think Differently
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PEPPER EXERCISE: Communicating through Drawing
Basic Concepts:
Plan
Section
Elevation
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PEPPER EXERCISE: Communicating through Drawing
Basic Concepts:
Plan
Section
Elevation
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STUDIO CONCEPTS: Communicating through Drawing
Scale: Ability to understand proportions visually
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STUDIO CONCEPTS: Communicating through Drawing
Context: Immediate area surrounding an object
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STUDIO CONCEPTS: Communicating through Inspiration
PRECEDENCE:
“Elements that are not copied, but used as an inspiration to your design, an idea or guide to a method that you are wishing to employ in your scheme.”
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STUDIO CONCEPTS: Communicating through Inspiration
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STUDIO CONCEPTS: Communicating through Diagrams
Diagram/Analysis: simplify ideas about a particular concept. Tell a story
UNDERSTAND EXPLORE MATERIALIZE
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BREAK: Take a 15 minute recess
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READING ASSIGNMENT DISCUSSION: Key Takeaways – Part 1
Story Telling Approach Analogies
The Pitch
Personalize
Design Attitude/Mindset Seeking the best solutions
Ask fundamental questions
Avoid the Devils Advocate Encourage new ideas
Avoid idea wreckers
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READING ASSIGNMENT DISCUSSION: Key Takeaways – Formatting
Review Formatting Organization is critical Paragraph vs. bulleting
Ask Questions If you are uncertain about the expectations,
just ask
QA/QC (lessons learned) Be certain to spell check Grammar Did you submit the correct document?
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DESIGN THINKING: Problem Seeking – Core Questions
1. Establish Goals (qualitative)
What do we want to achieve…Why?
2. Collect and Analyze Facts (quantitative)
What is this all about?
3. Uncover and Test Concepts (qualitative)
How do we achieve the goals?
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DESIGN THINKING: Problem Seeking – Core Questions
4. Determine Needs (quantitative)
What are the Cost, scope, quality and time constraints?
Distinguish needs from wants
5. State the Problem (qualitative)
What are the significant conditions and general directions our concept should take?
Consider the components of the Whole Problem when formulating problem statements
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STUDIO CONCEPTS: The Whole Problem – 4 Considerations
Function
Time
Economy
Form
PeopleActivities
Relationships
ChangeGrowth
Schedule
Initial budgetOperating costsLife cycle costs
SiteEnvironmentQuality
Peña, William, Problem Seeking, An Architectural Programming Primer, Third Edition, AIA Press, Washington, D.C., 1987. ISBN: 0-913962-87-2
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TEAM PROJECT: The Pope Returns To Philadelphia
Your consultant team must solve a problem caused by the popes visit.
2018
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TEAM PROJECT: The Pope Returns To Philadelphia Your consultant team must solve a problem caused by the pope’s visit.
Establish Goals What is your value proposition?
Collect & Analyze Facts Identify the Human Capital
What were the barriers
Key Success Factors/Failures
http://education.temple.edu/help/survey-tools-dissertations-and-research
Uncover & Test Concepts What has been done before (Precedence)
What worked & why?
Determine Needs Cost, scope & time (triple constraints)
State the Problem What direction should we take?
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TEAM PROJECT: The Pope Returns To Philadelphia
Topics to choose from: Homeless – Team _
Attendance projections – Team _
Security – Team 5
Food (guests/vendors inside the boundary) – Team 3
Communication (local/national) – Team _
Local Restaurants (food service industry) – Team 1
Lodging – Team 2
Transportation/Parking – Team 4
Medical – Team 6
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TEAM PROJECT: The Pope Returns To Philadelphia
Presentation Minimum Requirements 8 minute Presentations (they will be timed and you will be cut off)
Everyone must present (speak)
2 minute Q & A / Class feedback to follow
Include your team name and team members on title slide
Utilize tools from the 5 step process
Order of 5 steps may change depending on your project (except #5)
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LUNCH BREAK: Let’s regroup in one hour
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TEAM PROJECT: THE POPE RETURNS - PRESENTATIONS
8 minutes max everyone must present
Team 6
Team 5
Team 4
Team 3
Team 2
Team 1
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TEAM PROJECT: Class Discussion - The Pope Returns To Philadelphia
What did we Learn? Succinct Presentations
Utilizing the 5 Steps to understand the problem
Storytelling
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BREAK: Take a 15 minute recess
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TEAM PROJECT: Fast Casual Dining – Design Thinking Approach
The Good the Bad and the Ugly:
Understanding how and why design decisions were made?
What is the impact on the end user, or in this case the customer?
How is understanding Design Thinking critical to creating innovation in the dining experience?
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TEAM PROJECT: Fast Casual Dining – Compare and Contrast 2 Venues
Uncover and Test Concepts:
Delve into the abstract ideas that function as existing solutions to your venues performance problems and successes.
Determine what works and what doesn’t Understand why?
Don’t solve the problems, just identify them.
What are the key organizational & programmatic elements of each venue?
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TEAM PROJECT: Fast Casual Dining – Compare and Contrast 2 Venues
Choose from the following: Panera Bread + Corner Bakery (Team 4)
Panera Bread + Pot Belly (Team 2)
Shake Shack + Five Guys (or Bobby Burger) (Team 3)
Chipotle + Qdoba (Team 6)
Chipotle + Moe’s (Team _)
Buena Unda + Revolution Taco (for city dwellers) (Team _)
Firehouse Subs + Potbelly (Team _)
Honey Grow + Sweetgreen (or Crisp Kitchen for city dwellers) (Team 1)
Starbucks + La Colombe (Team 5)
& Pizza + Snap Pizza) (Team _)
Naf Naf Grill + Zoës Kitchen (or VERTS Mediterranean Grill for city dwellers) (Team _)
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TEAM PROJECT: FAST CASUAL DINING – DESIGN THINKING APPROACH
The Good the Bad and the Ugly:
Business Overview:
Consider their mission statements?
Who are their core market and how are their needs met (Personas)
Location
How is this a factor?
Consumer Profiles
Programmatic Elements (similarities and differences)
Conduct Interviews (start with assumptions)
Take Photos
Tell each venue’s Story
Define the user experience
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PERSONAS: Ethnographic Research –Tools For Understanding & Communicating
Observe and Talk to people
Identify common behaviors, needs & desires
Give the Persona(s) a name/picture/bio
Make them Real
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GENERAL DEMOGRAPHIC DATA
AgeOccupationLocationMarital statusChildrenIncomeEducationHobbies
NameRole
Defining characteristics
Add a PHOTO
DRIVERS
Goals
Needs
Desires
Frustrations
Pain Points
“A defining quote related to the domain of interest”
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TEAM PROJECT: Fast Casual Dining – Compare and Contrast 2 Venues
Concepts to Consider:
Priority
Hierarchy
Character
Density
Service Grouping
Activity Grouping
People Grouping
Relationships
Communications
Neighbors
Accessibility
Flow
Flexibility
Safety
Security
Energy Conservation
Cost
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TEAM PROJECT: Fast Casual Dining – Concepts to Consider
Priority What design aspects does your venue place a higher value on? Order of importance
Hierarchy What is the organizational size of the space(s)?
Do certain elements appear to be more important? Why?
Character What is the image projected by your venue?
Density How is the size (SF) utilized? How compressed does it feel?
Low | Medium | High
Service Grouping Are services centralized or decentralized
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TEAM PROJECT: Fast Casual Dining – Concepts to Consider
Activity Grouping Are activities integrated or compartmentalized?
Do the activities promote interaction?
Centralized or Decentralized?
People Grouping What is the social environment?
Individuals | Small Groups | Large Groups
Influences functional organization of the venue
Relationships Interrelation of Functional elements…Public Spaces
How is the environment effectively serving the Personas?
Communications Is information effectively being conveyed?
What patterns are created?
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TEAM PROJECT: Fast Casual Dining – Concepts to Consider
Neighbors Is their a relationship to adjacent venues?
Independent or Interdependent?
Accessibility Wayfinding
Is it clear where to enter/exit?
Signage and Symbols
Flow What are the patrons traffic patterns?
Multi-directional | Segregated | Sequential
Flexibility Are there opportunities for expansion, convertibility, versatility?
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TEAM PROJECT: Fast Casual Dining – Concepts to Consider
Safety What safety precautions are taken?
Security Protection of property and movement of personnel
Energy Conservation Sustainability, is this important? If so, how is it implemented
Cost Economy of ideas
Consider how budgetary constraints may have informed the design/concept.
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TEAM PROJECT: FAST CASUAL - PRESENTATIONS
8 minutes max everyone must present
Team 1
Team 2
Team 3
Team 4
Team 5
Team 6
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END OF SESSION # 01 – HAVE A GREAT WEEKEND!
Our next class is September 2nd
Allow plenty of time to complete your ethnographic research
Reading Assignments #2 & #3 relate to your research activities.