Jon Kolko Synthesis

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    Design Synthesis

    Jon Kolko

    Director & Founder, Austin Center for Design

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    0/ Today

    What is Synthesis, and why is it important?

    What are methods I can use?

    Lets try it: Method Process Flow DiagrammingLets try it: Method Concept Mapping

    Lets try it: Method Insight CombinationLets try it: Method Reframing

    How can I use this in real life?

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    0/ Rules

    We will go extremely fast.

    Turn off the inner voice.

    Make fun of everything.

    Get your moneys worth.

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    Theory

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    Well-

    Structured

    Problems

    Ill-Structured

    Problems

    Wicked

    Problems

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    Well-

    Structured

    Problems

    Ill-Structured

    Problems

    Wicked

    Problems

    In a well structured problem, all of these are true:

    We can test our solution.We can identify problem, goal, and interim states.We can identify solution steps.We can identify domain knowledge.We can solve the problem while obeying the laws of nature.We can solve the problem using only practical levels of effort.

    Herb Simon, 1973

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    Well-

    Structured

    Problems

    Ill-

    Structured

    Problems

    Wicked

    Problems

    In an ill-structured problem, some of these are true:

    We cannot test our solution, or cannot test it easily.We cannot easily identify problem, goal, or interim states.We cannot identify all of the solution steps.We cannot identify domain knowledge (it may be tacit).We may be constrained by the laws of nature.Solutioning may outweigh practical efforts.

    Herb Simon, 1973

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    Well-

    Structured

    Problems

    Ill-

    Structured

    Problems

    Wicked

    Problems

    In a wicked problem, the following are true:

    Wicked problems have no definitive formulation.Wicked problems have no criteria upon which to determine solving.Solutions to wicked problems can only be good or bad.There are no complete list of applicable "moves" for a solution.There are always more than one explanation for a wicked problem.Every wicked problem is a symptom of another problem.No solution of a wicked problem has a definitive, scientific test.Every wicked problem is unique.

    Horst Rittel, 1973

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    Well-

    Structured

    Problems

    Ill-

    Structured

    Problems

    Wicked

    Problems

    Designers solve problems using a process.

    Design Synthesis is the magical part of the process.*

    * ** *

    * * ** *

    **

    *

    *

    *

    * *

    **

    * *

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    Ethnography Synthesis Prototyping

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    Immersion gathering data andunderstanding of a unique situation

    Ethnography Synthesis Prototyping

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    Immersion gathering data andunderstanding of a unique situation

    Hypothesis validation throughgenerative form giving

    Ethnography Synthesis Prototyping

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    Immersion gathering data andunderstanding of a unique situation

    Hypothesis validation throughgenerative form giving

    Synthesis is the process of making meaning through

    inference-based sensemaking.

    Ethnography Synthesis Prototyping

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    Synthesis is the process of making meaning through

    inference-based sensemaking.

    Ethnography Synthesis Prototyping

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    abductivedeductive inductive

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    abductivedeductive inductive

    The output is guaranteed to be true,if the premise is true.

    Jon is a Designer.

    All Designers are Arrogant Bastards.

    Therefore, Jon is an Arrogant Bastard.

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    abductivedeductive inductive

    The output is guaranteed to be true,if the premise is true.

    Jon is a Designer.

    All Designers are Arrogant Bastards.

    Therefore, Jon is an Arrogant Bastard.

    Gives good evidencethat a conclusion is true.

    All of the designers Ive ever seen wearblack t-shirts.

    Therefore, the next designer I will seewill be wearing a black t-shirt.

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    abductivedeductive inductive

    The output is guaranteed to be true,if the premise is true.

    Jon is a Designer.

    All Designers are Arrogant Bastards.

    Therefore, Jon is an Arrogant Bastard.

    Gives good evidencethat a conclusion is true.

    All of the designers Ive ever seen wearblack t-shirts.

    Therefore, the next designer I will seewill be wearing a black t-shirt.

    The argument from best explanation,depending on circumstances and

    experience an inference.

    When a designer works on a project,they often draw diagrams of things. Itseems to help them learn about a new

    topic.

    Ive seen grade school studentsstruggle to learn complex topics of

    math or science.

    I can abduct that students might beable to learn better by drawing

    diagrams in a classroom setting.

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    Synthesis is the process of making meaning through

    inference-based sensemaking.

    Ethnography Synthesis Prototyping

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    Synthesis is the process of making meaning through

    inference-based sensemaking.

    Ethnography Synthesis Prototyping

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    David Snowden

    We have found that [our sensemakingframework] helps people to break out of oldways of thinking and to consider intractable

    problems in new ways it is designed to allowshared understandings to emerge through themultiple discourses of the decision-makinggroup.

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    Karl Weick

    Sensemaking is, importantly, an issue oflanguage, talk, and communication.Situations, organizations, and environments

    are talked into existence Sensemaking isabout the interplay of action andinterpretation rather than the influence ofevaluation on choice.

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    Robert Hoffman

    By sensemaking, modern researchers seemto mean something different from creativity,comprehension, curiosity, mental modeling,

    explanation, or situational awareness...Sensemaking is a motivated, continuouseffort to understand connections (which canbe among people, places, and events) in orderto anticipate their trajectories and act

    effectively.

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    Synthesis is the process of making meaning through

    inference-based sensemaking.

    Ethnography Synthesis Prototyping

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    Its a process of learning.

    Ethnography Synthesis Prototyping

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    Making Meaningout of Data

    Data Information Knowledge Wisdom

    ? ? ?

    ExperienceFrameworking

    GainingEmpathy

    Ethnography Synthesis Prototyping

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    Data Information Knowledge Wisdom

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    It would be great if this thing was a lot bigger

    Its too big, why cant they just make it smaller?

    :

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    Making Meaningout of Data

    Data Information Knowledge Wisdom

    ExperienceFrameworking

    GainingEmpathy

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    Making Meaningout of Data

    Data Information Knowledge Wisdom

    ExperienceFrameworking

    GainingEmpathy

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    1.Externalize the Process Get out of your laptop.

    Making Meaningout of Data

    Data Information Knowledge Wisdom

    ExperienceFrameworking

    GainingEmpathy

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    Making Meaningout of Data

    Data Information Knowledge Wisdom

    ExperienceFrameworking

    GainingEmpathy

    2.Make diagrams.

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    Making Meaningout of Data

    Data Information Knowledge Wisdom

    ExperienceFrameworking

    GainingEmpathy

    3.Interpret. Heavily.

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    Methods:

    affinity diagramminghierarchy creationflow diagramming

    scenario development

    Making Meaningout of Data

    Data Information Knowledge Wisdom

    ExperienceFrameworking

    GainingEmpathy

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    Making Meaningout of Data

    Data Information Knowledge Wisdom

    ExperienceFrameworking

    GainingEmpathy

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    1.

    Tell a story

    Making Meaningout of Data

    Data Information Knowledge Wisdom

    ExperienceFrameworking

    GainingEmpathy

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    A Cup of Coffee

    Comfortable Living Room

    Sitting on a Comfy Couch

    Atmosphere and Culture

    Multisensory

    Warmth

    Freshly Ground Coffee

    Grinder

    Roasted Coffee Beans

    Green Coffee Beans

    Coffee Tree

    2.

    Change your perspective

    Making Meaningout of Data

    Data Information Knowledge Wisdom

    ExperienceFrameworking

    GainingEmpathy

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    Making Meaningout of Data

    Data Information Knowledge Wisdom

    ExperienceFrameworking

    GainingEmpathy

    A product,being used

    A product,being unpacked

    and set up

    A product,being

    purchased

    A product,being assembled

    A product,becoming worn

    and loved

    A product,becomingobsolete

    A product,being discarded

    A product,being upgraded

    A product thatdoesnt work

    A product,that was misplaced

    A productaccessory

    A product,being passeddown to a new

    generation

    A product,becoming another

    product3.

    Shift the context

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    Methods:

    concept mappingtemporal zoomsemantic zoom

    storyboarding

    Making Meaningout of Data

    Data Information Knowledge Wisdom

    ExperienceFrameworking

    GainingEmpathy

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    Making Meaningout of Data

    Data Information Knowledge Wisdom

    ExperienceFrameworking

    GainingEmpathy

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    1.

    Consider a provocation

    Wisdom

    Making Meaningout of Data

    Data Information Knowledge Wisdom

    ExperienceFrameworking

    GainingEmpathy

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    2.

    Force a constraint-shift

    Making Meaningout of Data

    Data Information Knowledge Wisdom

    ExperienceFrameworking

    GainingEmpathy

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    3.

    Walk a mile in their shoes

    Making Meaningout of Data

    Data Information Knowledge Wisdom

    ExperienceFrameworking

    GainingEmpathy

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    Methods:

    reframinginsight combinationparticipatory design

    Making Meaningout of Data

    Data Information Knowledge Wisdom

    ExperienceFrameworking

    GainingEmpathy

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    Methods

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    The Story So Far

    Your colleague, Melvin, has abruptly decided to go back toschool to fulfill his lifelong dream of becoming a Taxidermist.Melvin had just finished the research phase of a project with a

    large client, and all of his work on the project is gone. The onlything left are some insights hes extracted and a few of hisnotes, scribbled quickly.

    Youve been assigned to the project, but no one seems to haveany background information about what he was doing; its up toyou to take what Melvin started and then move the projectforward.

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    Process Flow Diagrams

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    A Process Flow is

    A set of steps, and the sequencing of thesteps, intended to produce a desired

    result.

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    A Process Flow Diagram visualizes behavior, in a

    representational format, over time.

    An informal scenario flow diagram:

    1. Indicates the relationship andorder of actions

    2. Shows major interface states

    3. Helps to visualize the whole, aswell as proximity to the whole

    4. Abstracts logical relationships infavor of linearity

    A formal process or data flow diagram:

    1. Indicates logical decision points2. Articulates major data containers,

    and paths in and out of those

    containers3. Can be used by engineers as an input

    into coding and architecturedevelopment

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    An Informal Scenario-Flow Diagram

    describes progress, steps, relationships, and order.

    1

    2

    PhoneRings

    UserAnswers

    PhoneStops

    Ringing

    PhoneRings

    VoicemailAnswers

    PhoneStops

    Ringing

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    A formal Process Flow Diagram show logical decision

    points, accurate flow, and order.

    Call isplaced

    Is ringerturned

    on?

    Phone rings (ring+1)

    Voice mail picks up

    Doesuser

    answer?

    Is ring =#4?

    Call isover

    Yes

    No

    No

    Yes

    Yes

    No

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    Creating a Process Flow Diagram

    is an fin pain in the ass.

    1. List entities (objects, people the nouns of

    the system) and operators (actions theverbs of the system) (2 hours)

    2. Define things to be counted or incremented(1 hour)

    3. Define boundary conditions (beginning andending, as well as sub-flows or sub-processes)(1 hour)

    4. List primary actions necessary to achieveboundary condition (3 hours)

    5. Begin with a walkthrough, sketching each step in a

    high-level flow (10 hours)

    6. Fill in the rest of the structure, revising the mainflow as necessary (20 hours)

    7. Reorganize, visually, to create a coherent overall

    structure (20 hours)

    8. Use visual design to clarify and make the contentmore accessible (10 hours)

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    Create a formal process flow diagram.

    1. List entities (objects, people the nouns of the system) and operators(actions the verbs of the system)

    2. Define things to be counted or incremented

    3. Define boundary conditions (beginning and ending)

    4. List primary actions necessary to achieve boundary condition

    5. Begin with a walkthrough, sketching each step in a high-level flow

    6. Fill in the rest of the structure, revising the main flow as necessary

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    Concept Mapping

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    A Map is

    A representation of a system,intended to help someone find their way

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    A Concept Map is a representation of a system.

    It sacrifices accuracy for comprehensibility.

    1. Visualizes both the forest and thetrees (breadth and depth)2. Rarely has a beginning and

    end3. Helps people find their way (its a

    map, after all): provides directionand instruction

    4. Forces selectivity, abstraction,prioritization and hierarchy

    5. Is visual (a tool for perception)6. Is semantic (a tool for cognition)7. Frequently represents the users

    mental model of a how a systemmight work

    8.Can also represent the designersmanifest model of how a systemmight appear

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    Innings

    2-Team Sport

    Defensive Team

    Baseball

    Infield

    Runner Catcher Left Fielder

    Right Fielder

    Short Stop 1st Baseman

    2nd Baseman

    3rd Baseman

    Pitcher Mound Home Plate

    Center Fielder

    Offensive Team

    playedby

    consistsof

    consistsof

    throws

    stands on

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    Innings

    2-Team Sport

    Defensive Team

    Baseball

    Infield

    Runner Catcher Left Fielder

    Right Fielder

    Short Stop 1st Baseman

    2nd Baseman

    3rd Baseman

    Pitcher Mound Home Plate

    Center Fielder

    Offensive Team

    playedby

    consistsof

    consistsof

    throws

    stands on

    Nodes (nouns) are main branches

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    Innings

    2-Team Sport

    Defensive Team

    Baseball

    Infield

    Runner Catcher Left Fielder

    Right Fielder

    Short Stop 1st Baseman

    2nd Baseman

    3rd Baseman

    Pitcher Mound Home Plate

    Center Fielder

    Offensive Team

    playedby

    consistsof

    consistsof

    throws

    stands on

    Actions (verbs) link the nodes

    Concept Map

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    ConceptMap

    Concept Map

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    ConceptMap

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    Creating a Concept Map should be rigorous

    after all, you are taming complexity!

    1. Create a matrix showing the relations of terms:

    (10 hours)

    List terms. Identify the main elementsthat make up the system; lean on yourcontextual research to understand thewords that matter to the users the most.

    Create empty matrix, plotting the wordsagainst themselves. Identify relationships; these are

    qualitative and require interpretation.

    2. Decide on main branches of the map, based on

    frequency of connections as well as common sense(2 hours)

    3. Fill in the rest of the structure, in order to representall of the elements in the system (5 hours)

    4. Use visual design to clarify and make the contentmore accessible (10 hours)

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    Wicked Problems

    Whiteboards

    Jon Kolko

    Sarcasm

    Roadmaps

    ConfidenceProject

    Management

    Beer

    Theory of Change

    Impact

    Branding

    Founders

    Strategist

    MobileFun

    Creativity

    Behavior

    Sketching

    SocialEntrepreneurship

    Visual Design

    For example

    Making a concept map of AC4D.

    P Vi

    Theor

    Wicke W

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    Soc.Ent

    Founders

    Confidence

    ProjectMgmt

    Sketching

    Branding

    Roadmaps

    Strategist

    Behavior

    Impact

    Sarcasm

    isualDesign

    Creativity

    ryofChange

    JonKolko

    edProblems

    Fun

    Beer

    Whiteboards

    Mobile

    Soc. Ent

    Founders

    Confidence

    Project Mgmt

    Sketching

    Branding

    Roadmaps

    Strategist

    Behavior

    Impact

    Sarcasm

    Visual Design

    Creativity

    Theory ofChange

    Jon Kolko

    WickedProblems

    Fun

    Beer

    Whiteboards

    Mobile

    P

    Vi

    Theor

    Wicke W

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    Soc.Ent

    Founders

    Confidence

    rojectMgmt

    Sketching

    Branding

    Roadmaps

    Strategist

    Behavior

    Impact

    Sarcasm

    isualDesign

    Creativity

    ryofChange

    JonKolko

    edProblems

    Fun

    Beer

    Whiteboards

    Mobile

    Soc. Ent

    Founders

    Confidence

    Project Mgmt

    Sketching

    Branding

    Roadmaps

    Strategist

    Behavior

    Impact

    Sarcasm

    Visual Design

    Creativity

    Theory ofChange

    Jon Kolko

    WickedProblems

    Fun

    Beer

    Whiteboards

    Mobile

    P

    Vi

    Theor

    Wicke W

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    Soc.Ent

    Founders

    Confidence

    rojectMgmt

    Sketching

    Branding

    Roadmaps

    Strategist

    Behavior

    Impact

    Sarcasm

    sualDesign

    Creativity

    ryofChange

    JonKolko

    edProblems

    Fun

    Beer

    Whiteboards

    Mobile

    Soc. Ent

    Founders

    Confidence

    Project Mgmt

    Sketching

    Branding

    Roadmaps

    Strategist

    Behavior

    Impact

    Sarcasm

    Visual Design

    Creativity

    Theory ofChange

    Jon Kolko

    WickedProblems

    Fun

    Beer

    Whiteboards

    Mobile

    Pr

    Vi

    Theor

    Wicke W

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    Soc.Ent

    Founders

    Confidence

    rojectMgmt

    Sketching

    Branding

    Roadmaps

    Strategist

    Behavior

    Impact

    Sarcasm

    sualDesign

    Creativity

    yofChange

    JonKolko

    edProblems

    Fun

    Beer

    Whiteboards

    Mobile

    Soc. Ent

    Founders

    Confidence

    Project Mgmt

    Sketching

    Branding

    Roadmaps

    Strategist

    Behavior

    Impact

    Sarcasm

    Visual Design

    Creativity

    Theory ofChange

    Jon Kolko

    WickedProblems

    Fun

    Beer

    Whiteboards

    Mobile

    Pr

    Vis

    Theory

    Wicke W

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    Soc.Ent

    Founders

    Confidence

    rojectMgmt

    Sketching

    Branding

    Roadmaps

    Strategist

    Behavior

    Impact

    Sarcasm

    sualDesign

    Creativity

    yofChange

    JonKolko

    edProblems

    Fun

    Beer

    Whiteboards

    Mobile

    Soc. Ent

    Founders

    Confidence

    Project Mgmt

    Sketching

    Branding

    Roadmaps

    Strategist

    Behavior

    Impact

    Sarcasm

    Visual Design

    Creativity

    Theory ofChange

    Jon Kolko

    WickedProblems

    Fun

    Beer

    Whiteboards

    Mobile

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    AC4D

    teaches

    SocialEntrepreneurship

    Founders

    Where students become

    Impact

    To drive

    Wicked Problems

    In the context of

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    AC4D

    teaches

    SocialEntrepreneurship

    Founders

    Where students become

    Impact

    To drive

    Wicked Problems

    In the context of

    Sketching

    Roadmaps

    Theory of Change

    Using methods like

    Which require

    Confidence

    Built through

    Beer Fun Sarcasm

    BehaviorBased on changing

    Visual

    Design

    ProjectMgmt

    Strategy

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    AC4D

    teaches

    SocialEntrepreneurship

    Founders

    Where students become

    Impact

    To drive

    Wicked Problems

    In the context of

    Sketching

    Roadmaps

    Theory of Change

    Using methods like

    Which require

    Confidence

    Built through

    Beer Fun Sarcasm

    BehaviorBased on changing

    Visual

    Design

    ProjectMgmt

    Strategy

    C t t

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    Create a concept map.

    1. Create a matrix showing the relations of terms:

    A. List terms. Identify the main elements that make up the system.B. Create empty matrix, plotting the words against themselves.C. Identify relationships.

    2. Decide on main branches of the map, based on frequency of connections.

    3. Fill in the rest of the structure, in order to represent all of the elements in thesystem

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    Insight Combination

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    Design patterns describe

    possible good solutions to a commondesign problem within a certain context,by describing the invariant qualities of

    all those solutions

    Tidwell

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    Insight Combination is a method of building on insights

    and established design patterns in order to createinitial design ideas.

    1. Forces a detailed examination,and organization,of each individual insight

    2. Is divergent, in that it activelyproduces new ideas and expands

    the entire set of insights3. Pushes ideas forward in a

    nonlinear fashion, jumping overthe expected to arrive at the

    unexpected

    4. Allows for the combination ofexisting paradigms with new andnovel ideas (its a generativedesign activity)

    5. Takes advantage of the personal

    experiencesof the designers and investigators

    6. Takes advantage of establisheddesign patterns

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    I saw this I know this Insight+ =

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    I saw this

    Data gathered through

    ethnography, contextual

    inquiry, questionnaires,

    and interviews

    I know this Insight+ =

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    I saw this I know this Insight

    Guided by ethics & morals,

    intellectual prowess, and the

    accumulation of world view

    and breadth of experience

    Data gathered through

    ethnography, contextual

    inquiry, questionnaires,

    and interviews

    + =

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    I saw this I know this Insight

    Clear, deep,

    meaningful perception

    into human behavior in

    a particular design

    context

    Guided by ethics & morals,

    intellectual prowess, and the

    accumulation of world view

    and breadth of experience

    Data gathered through

    ethnography, contextual

    inquiry, questionnaires,

    and interviews

    + =

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    I saw this I know this Insight Design Pattern Design Idea

    Guided by ethics & morals,

    intellectual prowess, and the

    accumulation of world view

    and breadth of experience

    Data gathered through

    ethnography, contextual

    inquiry, questionnaires,

    and interviews

    Clear, deep,

    meaningful perception

    into human behavior in

    a particular design

    context

    + =+ =

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    I saw this I know this Insight Design Pattern Design Idea

    A trending paradigm that describes

    invariant qualities, referencing

    history and similar solutions

    + =

    Guided by ethics & morals,

    intellectual prowess, and the

    accumulation of world view

    and breadth of experience

    Data gathered through

    ethnography, contextual

    inquiry, questionnaires,

    and interviews

    Clear, deep,

    meaningful perception

    into human behavior

    in a particular design

    context

    + =

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    I saw this I know this Insight Design Idea+ =

    A trending paradigm that describes

    invariant qualities, referencing

    history and similar solutions

    Design Pattern

    A new, creative concept,

    somewhat facilitated by

    existing design paradigms

    Guided by ethics & morals,

    intellectual prowess, and the

    accumulation of world view

    and breadth of experience

    Data gathered through

    ethnography, contextual

    inquiry, questionnaires,

    and interviews

    Clear, deep,

    meaningful perception

    into human behavior

    in a particular design

    context

    + =

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    Patterns go on blue cards.

    Pattern, or trending piece of

    culture and society

    Unique pattern letter

    d d

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    Design ideas go on green cards.

    Design idea, built on the

    combination of an insight and a

    pattern

    Unique insight and

    pattern identifier

    i h bi i

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    Insight Combination

    with boring old enterprise configuration software

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    I saw this I know this Insight Design Idea+ =A trending paradigm that describes

    invariant qualities, referencing

    history and similar solutions

    Design PatternA new, creative concept,

    somewhat facilitated by

    existing design paradigms

    Guided by ethics & morals,

    intellectual prowess, and the

    accumulation of world view

    and breadth of experience

    Data gathered through

    ethnography, contextual

    inquiry, questionnaires,

    and interviews

    Clear, deep,

    meaningful perception

    into human behavior

    in a particular design

    context

    + =

    Thi th d t k ti d i t tl t k

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    This method takes time, and more importantly, takes

    emotional energy and focus.

    1. Begin to identify insights in the data youve

    gathered by combining an observation (I saw this)with your knowledge (I know this); write theinsights on yellow post-it notes. Reference the linenumbers from any applicable transcripts, and giveeach yellow post-it note a unique numeric ID.(10+ hours)

    2. Identify design patterns that are relevant to thediscipline you are designing for. Ideally, you beginto keep a design pattern library. Write the patternson blue post-it notes. Give each blue post-it note aunique letter ID. (2+ hours)

    3. Start to combine insights and design patterns to

    create design ideas by mingling the blue and yellowpost-its, moving them around physically, andactively reflecting on potential combinations. Whena combination makes sense and generates a designidea, write it in a green post-it note. Give eachgreen post-it note a unique design idea ID(referencing both the yellow and blue notes above).

    (40+ hours)

    4. Once you are almost done (usually when youvenearly run out of time and money), log the entireset into a spreadsheet. (3 hours)

    5. Finally, pick the top ideas and start to sketch them.(3 hours)

    Now, you can always trace any design idea back to aninsight, and ultimately, back to a nugget of user data.

    Perform an insight combination

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    Perform an insight combination.

    1. Read the insights Melvin has gathered (yellow notes).

    2. Quickly free-associate 10 patterns, based on trends in culture (blue notes).

    3. Combine an insight at random with a pattern at random, to create a newdesign idea.

    4. Draw or write the design idea on a green card.

    5. Repeat.

    R f i

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    Reframing

    A f i ti i i t

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    A frame is a perspective or viewpoint:

    Even though frames define what countas data, they themselves actually shapethe data (for example, a house fire will

    be perceived differently by thehomeowner, the fire fighters,and the arson investigator).

    Klein, Moon & Hoffman

    Reframing is a method of shifting semantic perspective

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    Reframing is a method of shifting semantic perspective

    in order to see things in anew way.

    1. Re-embeds a product, system orservice in a new (and notnecessarily logical) context

    2. Explores associations and hidden

    links to and from the center offocus

    3. Posits a what if scenario

    implicitly

    4. Is primarily semantic (a tool forcognition)

    5. Encourages empathy

    6. Forces understanding of thevarious touchpoints

    7. Identifies implications and

    insights

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    Consider a toothbrush

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    environment perspective embodimentin the bathroom consumer object

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    environment perspective embodimentin the bathroom consumer object

    reframed in anew environment:

    primary user goal: implications and insights:

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    environment perspective embodimentin the bathroom consumer object

    reframed in anew environment:

    In the kitchen

    In an airplane

    At a conference

    primary user goal: implications and insights:

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    environment perspective embodimentin the bathroom consumer object

    reframed in anew environment:

    In the kitchen

    In an airplane

    At a conference

    primary user goal: implications and insights:

    Remove food

    Remove smells

    Remove lettuce beforegiving a talk

    Teeth cleaning should allow for a way to quicklyget pieces out of hard to reach places, andshouldnt require a mirror

    Provide a way to quickly and nonchalantlyfreshen breath in close quarters and withoutbeing offensive to other passengers

    Teeth cleaning should include some form ofsharp picking object, and should clearly indicatewhen you missed a chunk

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    environment perspective embodimentin the bathroom consumer object

    reframed from anew perspective:

    primary user goal: implications and insights:

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    environment perspective embodimentin the bathroom consumer object

    reframed from anew perspective:

    dentist

    hotel housekeeper

    Blind date

    primary user goal: implications and insights:

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    environment perspective embodimentin the bathroom consumer object

    reframed as a newembodiment:

    A Plant

    A Spray

    A Service

    primary user goal: implications and insights:

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    environment perspective embodimentin the bathroom consumer object

    reframed as a newembodiment:

    A Plant

    A Spray

    A Service

    primary user goal: implications and insights:

    Clean teeth whilefeeling closer to nature

    Clean teeth quicklywithout friction

    Gain dentist visitcleanliness inbetween visits

    There should be a plant with teeth cleaningproperties, that can live peacefully in one of theaforementioned environments

    A portable spray should freshen breath butshould also clean teeth; instant or quick actingtimeframe, through a fine mist.

    Provide a quick-stop for interim dentistappointments at the mall. Should be trustworthyand clean; legal implications

    Reframing is easy and easier in teams

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    Reframing is easy, and easier in teams

    but requires that you perform an abduction

    1. Identify the product, service or system that is being

    reframed. Its not always what your client askedfor. (1+ hour)

    2. Create blank reframing charts on paper, one eachfor environments, users, and embodiments.(5 minutes)

    3. Free associate new items for the left column of eachchart; work on all three charts at once. There are nobad ideas: criticism is completely suspended.(1+ hour)

    4. Begin to fill in Primary Goal for all items in all

    charts. Try to paint a picture of a credible story;judge responses and add criticism as appropriate,but only in relationship to the primary goal column.(2 hours)

    5. Begin to fill in the Implications and Insights column

    in all charts. There are no bad ideas; criticism iscompletely suspended. An item can generate morethan one implication or insight; if it does, create anew row to capture it. Try to generate thirty-fiftyitems for each list. (4 hours)

    6. Extract implications and insights that are relevant

    based on the specific constraints of your project,and list them: these can then be integrated withthe rest of your design criteria. (1 hour)

    7. Select the best ideas, and sketch them. (3 hours)

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    Summary

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    Ethnography Synthesis Prototyping

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    Synthesis is the process of making meaning through

    inference-based sensemaking.

    Data Information Knowledge Wisdom

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    Methods:

    affinity diagramminghierarchy creationflow diagramming

    scenario development

    Making Meaningout of Data

    ExperienceFrameworking

    GainingEmpathy

    Methods:

    concept mappingtemporal zoomsemantic zoomstoryboarding

    Methods:

    reframinginsight combinationparticipatory design

    Ethnography Synthesis Prototyping

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