UNIT-1 DTAD
UNIT-1 DTAD
Design thinking is a core way of starting the journey and arriving at the right destination at the right time Simply put,
“design thinking is a methodology that we use to solve complex problems”, and it’s a way of using systemic reasoning and
intuition to explore ideal future states.
Design thinking is a non-linear, iterative process that teams use to understand users, challenge assumptions, redefine
problems and create innovative solutions to prototype and test. It is a process for solving problems by prioritizing the
consumer’s needs above all else. It relies on observing, with empathy, how people interact with their environments, and
employs an iterative, hands-on approach to creating innovative solutions. It is most useful to tackle problems that are ill-
defined or unknown.
Every aspect of a design thinking plan is created with customers in mind. Design thinkers develop a product that appeals to
the customers because with the help of automated tools. Here are some of the standard tools used across various stages of
design thinking:
Analysis and synthesis: It helps consolidate data collected through various sources, also assisting in converting
data into actionable results. There are many tools for visualisation, assumption testing, and others.
Ideation: There are many tools that design thinkers use for facilitating brainstorming or ideation sessions, such as
rapid concept development, mind mapping, storytelling, etc.
Prototyping: Tools like rapid prototyping, journey mapping, etc., are used by design thinkers during prototyping to
test the product or service’s usability and the experience it creates.
Immersion: There are many tools that design thinkers use to determine the customer’s problem and offer solutions
to it.
Design thinking is based on a set of fundamental ideas. These values are represented in the design thinking technique, .
Below are five of the most essential design thinking principles.
2. Collaboration
The goal of design thinking is to bring together a wide range of viewpoints and ideas, which leads to innovation! Design
thinking promotes collaboration across diverse, multidisciplinary teams that might not normally collaborate.
3. Ideation
Because design thinking is a problem-solving framework, the goal is to generate as many ideas and potential solutions as
possible. Ideation is a fundamental design thinking notion as well as a stage in the design thinking process. The ideation
phase is a designated judgment-free zone in which participants are encouraged to focus on quantity rather than quality of
ideas.
Wrong Mind-set: No matter how wonderful a strategy or idea is, it will never function if it contradicts the organization's
culture.
Unrealistic Expectation: There is no built-in solution to "Design Thinking." It gives you the skills and mindset to create
truly unique solutions to important unmet needs. You should be familiar with the methods and mindset, and you should keep
your expectations in check as you learn.
Lack of Patience: Frequently, the organisation lacks the perseverance to hold on to a good concept long enough to see it
through. They're used to tackling small problems and finding quick fixes, which isn't what design thinking is all about. You
must work through the solution one Iteration at a time, as design thinking deals with deep, human-centred requirements.
Lack of Vision: You must first comprehend the context; what is happening at your company? What are the strategic goals
for innovation? The goal is, to begin with, a clear picture of the areas where innovation is required, rather than at the end.
You're relying on luck if you don't have that clear vision.
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Design thinking refers to the set of cognitive, strategic and practical procedures used by designers in the process
of designing, and to the body of knowledge that has been developed about how people reason when engaging with design
problems. Design thinking is also associated with prescriptions for the innovation of products and services within business
and social contexts.
Design thinking has a history extending from the 1950s and '60s, with roots in the study of design cognition and design
methods. It has also been referred to as "designerly ways of knowing, thinking and acting" and as "designerly
thinking". Many of the key concepts and aspects of design thinking have been identified through studies, across different
design domains of design cognition and design activity in both laboratory and natural contexts.
The term design thinking has been used to refer to a specific cognitive style (thinking like a designer), a general theory of
design (a way of understanding how designers work), and a set of pedagogical resources (through which organisations or
inexperienced designers can learn to approach complex problems in a designerly way).
Design thinking is a testament to its enduring relevance and adaptability. From its academic origins to its widespread
adoption in the business world, design thinking has proven to be a powerful approach for driving innovation and solving
problems. As we look to the future, its principles will undoubtedly continue to shape the way we design and create solutions
that meet the needs of users.
By exploring the rich history and evolution of design thinking, we gain a deeper appreciation for its principles and a clearer
understanding of how to apply them in our own work.
Evolution of DesignThinking:
Overview:
Design thinking's origins can be traced back to the 1960s and 1970s, a period marked by a growing interest in creative
problem-solving and user-centric design. Early pioneers like Herbert A. Simon, a Nobel Prize-winning economist, began to
explore systematic approaches to design in his 1969 book, "The Sciences of the Artificial." Simon's work laid the
groundwork for viewing design as a structured, iterative process.
Task:
Research Herbert A. Simon’s contributions to design thinking.
Herbert A. Simon introduced the concept of "bounded rationality," which emphasizes decision-making within the constraints
of available information and cognitive limitations. His work highlighted the need for structured, iterative processes in design,
forming a basis for modern design thinking.
Goal:
Understand the foundational theories and principles of design thinking.
Milestone:
Compile a summary of Simon’s key concepts and how they influenced early design thinking.
Answer:
Simon’s key concepts include bounded rationality, the importance of iterative processes, and the view of design as a way to
address complex, real-world problems. These ideas laid the foundation for a systematic approach to design thinking.
Takeaway:
Recognizing the structured, iterative nature of design thinking
Overview:
In the 1980s, design thinking began to take shape as an educational framework. The Stanford University design program and
the Royal College of Art in London were instrumental in this transformation. Educators emphasized empathy, ideation, and
prototyping, encouraging students to approach problems from a human-centered perspective.
Task:
Explore the curricula of design programs at Stanford and the Royal College of Art.
Both institutions emphasized a hands-on, experiential approach to learning. Stanford's d.school focused on real-world
problem-solving, interdisciplinary collaboration, and rapid prototyping. The Royal College of Art highlighted creativity,
empathy, and user-centred design principles.
Goal:
Identify the core elements of design thinking education.
Milestone:
Develop a list of empathy, ideation, and prototyping techniques taught in these programs.
Answer:
Techniques include empathy mapping, user interviews, brainstorming, sketching, low-fidelity prototyping, and user testing.
Takeaway:
Understanding the educational roots of design thinking and its emphasis on a human-centered approach.
Overview:
The 1990s saw the rise of IDEO, a global design and consulting firm that popularized design thinking in the business world.
IDEO's approach, which combined a deep understanding of users with rapid prototyping and iterative testing, resonated with
companies seeking innovative solutions. Their work on products like the Apple Mouse exemplified the power of design
thinking in creating user-friendly, successful products.
Case Study:
IDEO and the Apple Mouse
Task:
Analyse IDEO’s design process for the Apple Mouse.
IDEO’s process included extensive user research to understand the needs and behaviours of computer users, followed by
iterative prototyping and testing to refine the design. They focused on ergonomics, ease of use, and user satisfaction.
Goal:
Gain insights into how IDEO applies design thinking principles.
Milestone:
Document the steps IDEO took from user research to prototyping and testing.
Answer:
Steps included user interviews, observational research, brainstorming sessions, creating multiple prototypes, user testing,
and iterative refinements.
Takeaway:
Learning how deep user understanding and iterative design lead to successful products.
Overview:
By the early 2000s, design thinking began to permeate mainstream business practices. Companies like IBM, Procter &
Gamble, and SAP adopted design thinking to drive innovation and improve customer experiences. Design thinking
workshops, boot camps, and consultancies became common as organizations recognized the value of a human-centred
approach.
Task:
Investigate how major corporations adopted and adapted design thinking.
IBM incorporated design thinking into its product development processes, focusing on user-centric solutions. Procter &
Gamble used design thinking to innovate consumer products, enhancing user experience and satisfaction. SAP applied
design thinking to streamline software development and improve customer interactions.
Goal:
Understand the impact of design thinking on business innovation and customer experience.
Milestone:
Create a report highlighting successful implementations of design thinking in these companies.
Answer:
The report would include case studies from IBM’s software development projects, Procter & Gamble’s product innovations,
and SAP’s customer-centric software solutions.
Takeaway:
Realizing the broad applicability and benefits of design thinking in various industries.
Overview:
In the 2010s, the digital revolution further accelerated the adoption of design thinking. The rise of digital products and
services, coupled with the increasing complexity of user needs, made design thinking an essential tool for tech companies.
Agile methodologies and lean start up principles often integrated design thinking, emphasizing quick iterations and user
feedback.
Task:
Study the integration of design thinking with agile and lean methodologies.
Design thinking complements agile and lean methodologies by providing a user-centered approach to problem-solving.
Agile focuses on iterative development, while lean emphasizes minimizing waste. Design thinking adds value by ensuring
solutions are desirable from a user perspective.
Goal:
Learn how these methodologies complement each other.
Milestone:
Develop a framework for integrating design thinking into agile and lean processes.
Answer:
The framework would outline how to incorporate empathy, ideation, and user testing into sprints, iterative cycles, and MVP
(Minimum Viable Product) development.
Takeaway:
Understanding how design thinking enhances agile and lean approaches to innovation.
Overview:
Today, design thinking continues to evolve, blending with other methodologies like systems thinking and service design. Its
principles are applied across diverse fields, from healthcare to education to public policy. The focus on empathy, creativity,
and collaboration remains central, empowering teams to tackle complex challenges with innovative solutions.
Task:
Explore current trends and applications of design thinking across various sectors.
Design thinking is used in healthcare to improve patient experiences, in education to develop more engaging learning
methods, and in public policy to create user-friendly government services.
Goal:
Identify emerging practices and innovations in design thinking.
Milestone:
Compile a list of case studies showcasing modern applications of design thinking.
Answer:
Case studies might include healthcare initiatives improving patient outcomes, educational programs fostering creative
problem-solving, and public policy projects enhancing citizen engagement.
Takeaway:
Appreciating the ongoing evolution and broad applicability of design thinking.
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User Research:
Understanding the needs and preferences of users is essential for creating user-friendly software.
Developers can do this by directly interacting with users, observing their behavior, and collecting their feedback.
For instance, when creating a healthcare appointment scheduling app, user research may involve talking to both patients and
medical professionals to ensure that the app caters to their specific needs.
User Personas:
User personas are fictional representations of different user groups based on research findings.
They help developers empathize with various user needs and tailor the software accordingly.
For the healthcare app, user personas could include a busy parent, an elderly patient, and a clinic administrator.
Each persona represents a different set of needs and challenges.
User Stories:
User stories are concise descriptions of how users intend to use the software, expressed from the user’s perspective.
They guide developers in prioritizing features and requirements.
Take the healthcare app example. A user story for the healthcare app might be: “As a parent, I want to schedule
appointments for my children with a few simple clicks.”
Usability Testing:
Involving real users in usability testing is critical. Their feedback helps identify any usability issues and refine the software’s
user-friendliness.
The healthcare app in the example above undergoes usability testing where actual users attempt to schedule appointments.
Their feedback highlights any challenges they face, such as confusing navigation or unclear buttons.
2. Cost Efficiency
Design thinking aids developers in early issue detection during development, leading to time and cost savings.
For example, design thinking may identify a missing address column on an e-commerce transaction and shipping page.
Addressing this early prevents user frustration and attrition.
Moreover, prioritizing user-centric features can draw in and retain more users, potentially boosting revenue.
3. Enhanced Innovation
Design thinking encourages developers to think creatively and come up with new and innovative solutions.
This can lead to more competitive and successful software products.
For example, Instagram is constantly developing new ways to share content, be it through Instagram Story, Post, or Reels —
even inventing a new platform called Threads to share text-based content.
These ever-evolving features help attract new users and retain current ones.
4. Faster Time-to-Market
Design thinking speeds up software development by focusing on user needs and making products user-friendly.
This helps software reach the market faster.
For instance, design thinking can help streamline the user interface of an e-commerce website, ensuring a quick launch and
market capture.
Using design thinking comes with its share of challenges, which include:
Time and Resources: Implementing design thinking can be time-consuming, so it’s vital to allocate enough time and
resources. Start small, learn, and make adjustments as needed.
Gaining Stakeholder Support: Convincing stakeholders, like managers and executives, who may not be familiar with
design thinking, can be tough. Educate them about its benefits and seek their early support.
Cultural Shift: Design thinking requires a shift in organizational culture, moving from a focus on features to prioritizing
user needs. This change can be especially challenging in large organizations.
Measuring Success: Assessing the effectiveness of design thinking initiatives can be challenging but essential. Success can
be measured through customer outcomes, like satisfaction, or business outcomes, like revenue growth.
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Stage 1: Empathize—Research Your Users' Needs
Empathize: the first phase of design thinking, where you gain real insight into users and their needs.
The first stage of the design thinking process focuses on user-centric research. You want to gain an empathic understanding
of the problem you are trying to solve. Consult experts to find out more about the area of concern and conduct observations
to engage and empathize with your users. You may also want to immerse yourself in your users’ physical environment to
gain a deeper, personal understanding of the issues involved—as well as their experiences and motivations. Empathy is
crucial to problem solving and a human-centred design process as it allows design thinkers to set aside their own
assumptions about the world and gain real insight into users and their needs.
Depending on time constraints, you will gather a substantial amount of information to use during the next stage. The main
aim of the Empathize stage is to develop the best possible understanding of your users, their needs and the problems that
underlie the development of the product or service you want to create.
Define: the second phase of design thinking, where you define the problem statement in a human-centered manner.
In the Define stage, you will organize the information you have gathered during the Empathize stage. You’ll analyse your
observations to define the core problems you and your team have identified up to this point. Defining the problem and
problem statement must be done in a human-centred manner.
The Define stage will help the design team collect great ideas to establish features, functions and other elements to solve the
problem at hand—or, at the very least, allow real users to resolve issues themselves with minimal difficulty. In this stage,
you will start to progress to the third stage, the ideation phase, where you ask questions to help you look for solutions: “How
might we encourage teenage girls to perform an action that benefits them and also involves your company’s food-related
product or service?” for instance.
For example, you should not define the problem as your own wish or need of the company: “We need to increase our food-
product market share among young teenage girls by 5%.”
You should pitch the problem statement from your perception of the users’ needs: “Teenage girls need to eat nutritious food
in order to thrive, be healthy and grow.”
Ideate: the third phase of design thinking, where you identify innovative solutions to the problem statement you’ve created.
During the third stage of the design thinking process, designers are ready to generate ideas. You’ve grown to understand
your users and their needs in the Empathize stage, and you’ve analyzed your observations in the Define stage to create a user
centric problem statement. With this solid background, you and your team members can start to look at the problem from
different perspectives and ideate innovative solutions to your problem statement.
There are hundreds of ideation techniques you can use—such as Brainstorm, Brain write, Worst Possible
Idea and SCAMPER. Brainstorm and Worst Possible Idea techniques are typically used at the start of the ideation stage to
stimulate free thinking and expand the problem space. This allows you to generate as many ideas as possible at the start of
ideation. You should pick other ideation techniques towards the end of this stage to help you investigate and test your ideas,
and choose the best ones to move forward with—either because they seem to solve the problem or provide the elements
required to circumvent it.
Prototype: the fourth phase of design thinking, where you identify the best possible s.
The design team will now produce a number of inexpensive, scaled down versions of the product (or specific features found
within the product) to investigate the key solutions generated in the ideation phase. These prototypes can be shared and
tested within the team itself, in other departments or on a small group of people outside the design team.
This is an experimental phase, and the aim is to identify the best possible solution for each of the problems identified during
the first three stages. The solutions are implemented within the prototypes and, one by one, they are investigated and then
accepted, improved or rejected based on the users’ experiences.
By the end of the Prototype stage, the design team will have a better idea of the product’s limitations and the problems it
faces. They’ll also have a clearer view of how real users would behave, think and feel when they interact with the end
product.
Designers or evaluators rigorously test the complete product using the best solutions identified in the Prototype stage. This is
the final stage of the five-stage model; however, in an iterative process such as design thinking, the results generated are
often used to redefine one or more further problems. This increased level of understanding may help you investigate the
conditions of use and how people think, behave and feel towards the product, and even lead you to loop back to a previous
stage in the design thinking process. You can then proceed with further iterations and make alterations and refinements to
rule out alternative solutions. The ultimate goal is to get as deep an understanding of the product and its users as possible.
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Ice-breakers:
Ice-breakers are an introductory activity during which students can come to know one another. They help set the tone for the
course or unit of activity. In an ice-breaker, an activity is given to the students, which helps guide then to disclose
information to other students and create a proper learning set.
First, what are your goals (instructional and group goals)? Second, who is your audience (including their reasons for being
there and personal goals)? Third, is the ice breaker connected to its purpose?
The first consideration when choosing an ice breaker is the purpose of that ice breaker. Earlier, it was noted that ice breakers
can have many purposes. Determine what your goals are, and then you can connect the activity to the goal.
Next you have to look at your audience. If you are working with a group in which everyone already knows one another, then
a get to know you exercise wouldn’t serve much purpose other than to take up time. An alternative activity should then be
considered. Likewise, if you are working with an audience that could potentially have a good level of prior knowledge, the
ice breaking activity might be designed to probe this knowledge so that the instruction could be modified to best serve the
students.
Finally, make sure that the ice breaker you choose is actually connected to the intended purpose of the ice breaker. Not all
ice-breakers work for all intended ends. For example, a sing-along activity that might be useful as an energizer would serve
little function towards everyone getting to know each other by name unless the sing-along activity also incorporated name
games. Then the activity would serve a dual purpose, with one of those being the intended purpose and the other possibly
being beneficial in the given context.
They can serve many purposes from facilitating introductions, to prior knowledge assessment, to several other reasons
outlined below and others that have probably been inadvertently omitted. Also note that a single ice breaker could easily fall
into several of the categories. They are
not intended to be mutually exclusive, and you should design or choose activities that meet all of your intended needs.
Facilitating Introductions – When groups first come together, interactions and discussions can be hindered by timidness, a
lack of understanding the norms of the group, and/or simple unfamiliarity among other possibilities. Ice breakers can be used
to create familiarity within the group and ease everyone into the group process. The desired end result is a more open
discussion forum and pleasing environment within the group in which the group process can continue.
Prior Knowledge Assessment – One pedagogical advantage of using ice breakers is that they provide the instructor an
opportunity to assess student prior knowledge. They can then lead to the identification of individual needs within the group
while also introducing everyone and helping to create a healthy group environment as with facilitating introductions.
Environment Creation / Fostering Group Unity– The environment has already been mentioned in each of the above uses.
A primary purpose of ice breakers can be to help create an open environment in which all participants are willing to open up
and participate. Participants need to be encouraged to open up to one another and relax. The introduction and the method by
which the ice breaker is carried out can also be designed to encourage a break down of status/race/gender/etc. barriers that
may pre-exist in the group. As members of the group get to know one another for better or worse, a form of group unity
develops, especially in situations in which a common goal both exists and is known by all.
Topic Segues – When starting a new topic, ice-breakers can be created to introduce the topic. Often, some form of prior
knowledge activity can be used to this end. These are also particularly useful when the members of the group already know
each other by one means or another.
Preparation of Participants – Many learning environments (and this concept is particularly true in online education)
require some form of introduction in order to be fully utilized by the participants. By structuring the ice breaking activity
into the learning environment or course management system, students can get to know one another while getting to know the
course delivery method.
Energizers – Some ice breakers are designed simply to energize the group of participants. Although less common in an
online course where there is unlikely to be a physical task to perform, they can still be very useful in face-to-face workshop
environments for second day/morning activities to help wake up everyone.
1. Human Bingo
Human Bingo is a versatile ice-breaker that encourages participants to interact with each other while learning interesting
facts about their peers. To play, create bingo cards with different statements or characteristics such as “Enjoys exotic food”
or “Speaks more than three languages.” Participants then mingle and find individuals who match the descriptions, marking
off their bingo cards accordingly. This activity not only breaks the ice but also promotes active listening and communication
skills.
Two Truths and a Lie is a classic ice-breaking game that challenges participants to discern fact from fiction while getting to
know each other. Each participant takes turns sharing two true statements about themselves and one false statement. The
group then tries to guess which statement is the lie. Bonus: this exercise could help with encouraging creativity, and
storytelling among your participants.
3. Marshmallow Challenge
An activity that would bring you back to pre-school days, the Marshmallow Challenge is a hands-on activity that promotes
teamwork, problem-solving, and innovation. Participants are divided into teams and given a set of materials such as
spaghetti, tape, string, and a marshmallow. Their task is easy enough – which is to build the tallest freestanding structure
capable of supporting the marshmallow on top within a specified time frame.
4. Speed Networking
Speed Networking is an ice-breaker that allows participants to quickly connect with multiple individuals in a short amount of
time. Just like speed dating, participants pair up and have a few minutes to introduce themselves, share their interests, and
exchange business cards or contact information before rotating to the next person. This activity helps break down social
barriers, expand professional networks, and initiate meaningful conversations. The best part? You can easily execute this ice-
breaker whether online or offline.
6. Picture Sharing
Do you have a need to show the classroom a photo of your pets? Here’s your chance. Picture Sharing is a visual ice-breaker
that encourages participants to share meaningful images or photographs that represent aspects of their personality, hobbies,
or aspirations. Each participant simply presents their chosen picture to the group and explains its significance.
The Name Game is another simple yet effective ice-breaker that helps participants learn each other’s names in a fun and
memorable way. Participants stand in a circle, and the facilitator starts by saying their name followed by an adjective that
begins with the same letter as their name (e.g., “Creative Carol” or “Knowledgeable Kareem”). The next person repeats the
previous names and then adds their own.
If you care for a more “pressing” method to get your participants sitting on the edge of their seats, the Desert Island
Scenario is an ice-breaker that encourages participants to collaborate and prioritise items for survival in a hypothetical
situation. Participants imagine they are stranded on a desert island and must collectively decide on a limited number of
items to bring with them.
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Group work encompasses interpersonal skills, project management, written and oral communication, managing your time
and information management and will help to develop other attributes that will enable you to get things done effectively in
all areas of your life where you have to work with others.
A common question is what is the difference between a group and a team? The terms are used interchangeably and we often
talk about group work.
A group is a collection of people or things that may share a common interest or circumstances, but their relationship may go
no further. A team is a group of people that are interdependent and have a more dynamic working relationship to achieve a
common purpose.
Football teams work together interdependently to achieve common objectives. A group of people in a crowd may share the
same enthusiasm, but do not work together or all know each other.
Group work is a series of activities carried out by the worker during the life of a group. We have found that it is helpful to
conceptualize these activities as being a part of six developmental stages:
1. Planning.
2. Beginning.
3. Assessment.
4. Middle.
5. Ending .
6. Evaluation.
Groups exhibit certain properties and processes during each stage of their development. The group worker’s task is to
engage in activities that facilitate the growth and development of the group and its members during each developmental
stage.
Social work practitioners use group work skills to help meet the needs of individual group members, the group as a whole,
and the community. In this text, group work involves the following elements.