ideation and design principles workshop

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Ideation & Design Principles: Ye Olde Design Workshoppe Dan Saffer, Kicker Studio

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Page 1: Ideation and Design Principles Workshop

Ideation & Design Principles:Ye Olde Design WorkshoppeDan Saffer, Kicker Studio

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RESEARCH PLANSTRATEGY PROTOTYPE

Divergence

Divergence

Convergence

Convergence

OBSERVATIONSImagesData

Impressions

DISPLAY

STRUCTUREDINSIGHTS"Findings"ModelsPatternsStoriesPersonas

IDEATION REFINEMENTPRINCIPLESRESEARCH

CONSTRAINTSTechnologyBusinessContextMaterialsTools

"MAGIC"

Page 4: Ideation and Design Principles Workshop

Ideation

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• No bad ideas, no criticism

• Stay focused: Stray ideas into “parking lot”

• Don’t spend a lot of time on any one idea

• Use the whole room

• No multitasking

• Start with a warm-up exercise

Brainstorming rules

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• Fixed time limit

• Quantity, quantity, quantity

• Reward quantity, not quality!

• Breaks (even small ones) between sessions

• Drawing, dammit. This is design!

• Focus on pain points and opportunities

Brainstorming sprints

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Brainstorming Techniques I

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BrainwritingEach person writes down or sketches the beginning of an idea silently on a piece of paper. This could be as simple as a single word or a shape. After three minutes, the person passes the paper to his neighbor, who continues the idea. This repeats around the circle until it gets all the way back around to its originator.

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Break the rulesRather than ignore the project’s constraints, you list them out and one-by-one proceed to figure out how to break them.

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Force fitDistill the problem down to two words that are in opposition, then put those words together into a phrase. For example, “intense peace.” Then ruminate on what exists in the world that embodies that phrase, then try to apply it to the project for inspiration. Nature and art often work well for this.

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PoetryReduce the problem down to a haiku or bento poem. Such a small form makes you figure out what are the most important parts of the problem.

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Brainstorming Techniques II

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QuestioningStart with a very general concept and keep asking two questions: how and why. For example, “We are going to build a social networking site.” Why? “So record collectors can exchange albums.” How? “By uploading their rare albums.” How? Etc.

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SwipingSwiping is stealing the best ideas from another field or domain. It starts by abstracting your problem (“This is about finding something small”) and asking what other products or fields have ways of doing the abstraction.

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LadderingLaddering means either moving “up” to a level of abstraction (“What is this problem an example of?”) or moving “down” to something concrete (“What is an example of this problem?”).

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Bizarro WorldPretend you wanted to make the opposite product or the opposite outcome. Invert everything: what is good is bad, what is desirable isn’t, etc.

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• Cluster similar concepts around activities, characteristics, metaphors, etc.

• Name the clusters

• Consider collapsing similar concepts or stringing together concepts

• Do an initial sorting of concepts

Clustering concepts

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Design principles

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• Help pick the right concept

• Help make design decisions

• Can be longer lasting than product itself

• Helps find the Buddha Nature of a product

Why design principles

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• Use it on a date

• As lazy as possible

• A bottle in one hand

• Beat the remote

Canesta gestural entertainment center

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• Wear it during sex

• Make better use of data

• Easy to learn and teach/No numbers

• Less stuff

• Keep diabetics in control

• Keep diabetics motivated

Charmr

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• Short

• Memorable

• Cross-feature

• Specific (no “Easy to Use”)

• Differentiator taken together

• Non-conflicting

Design principles