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NTLB Grading Breakdown 20% Dp1 40% Dp2 40% Participation - attendance - reading

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NTLB Grading Breakdown 20% Dp1 40% Dp2 40% Participation - attendance - reading

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  1. “So, we're actually going to start failing more often now. We're going to divide up into two teams and experiment with our materials. Each team will have different ideas. And each team will probably experience lots of little failures; but that's how we'll learn. And that's how we'll create a more meaningful design.” Read more here.

  2. NTLB Grading Breakdown 20% Dp1 40% Dp2 40% Participation - attendance - reading

  3. WHY brainstorm generate maximum innovation potential in a short amount of time incorporate different perspectives and build EXCITEMENT, GAIN ALIGNMENT, and TRANSFER IDEAS

  4. how to brainstorm:SETUP Needs & Insights -> Brainstorming Prompt How might we… How to… How might we help… How might we show…

  5. how to brainstorm: RULES

  6. idea SELECTION is a critical step All the creative, wild, bad, OK, and undeveloped ideas from your brainstorm When evaluated with typical “attractive” and “feasible” criteria before direct implementation Yield familiar and incremental results

  7. we will SELECT and DEVELOP high potential ideas All the creative, wild, bad, OK, and undeveloped ideas from your brainstorm Selected for potential Can be developed for feasibility

  8. for today VOTE using these 3 selection criteria “Most likely to succeed” Place two votes on the ideas that you think are most likely to successfully address your “how might we” “Most likely to delight” Place two votes on the ideas that you think would delight customers (without regard for practical constraints) “Most breakthrough if …” Place two votes on the most breakthrough ideas (if a fatal flaw or real world constraint were to be ignored)

  9. What is a prototype? Service/ Experience Product Space Story Looks like Works like Interacts like

  10. What is a prototype?

  11. Why prototype? • Understand • Understand the problem space • Empathy work • Expertise gaining • Explore • Explore the • design options • Test to learn • and to decide • Communicate • With team, users, client, or investor • Use prototype • as sales pitch centerpiece

  12. FAIL EARLY and OFTEN (cost of failure vs. project time) (risk and cost vs. iteration curve)

  13. H2prototype: ID A VARIABLE Interacts like… Interacts like… Works like… Looks like… Works like… Looks like…

  14. H2prototype: SCALE RESOLUTION first pass final design for Gyrus ACMI, ENT Division

  15. H2prototype: CREATE EXPERIENCES

  16. test (or, OBSERVE again!) you will bring your prototype BACK to users

  17. why TEST? you are an anthropologist in the field seeking to watch and understandhow users interact with your prototype in order to understand if your POV, concept directions and design attributes fit the needs of the user

  18. HOW TO test: team ROLES host/hostess active observers

  19. HOW TO test: PLAN • Let the user EXPERIENCE • OBSERVE the experience • ENGAGE the user

  20. H2 test: let the user EXPERIENCE set the scene for the new donation experience hand physical artifacts over immediately give a short explanation to set context act like a guide (not a lead)

  21. H2 test: OBSERVEthe experience capture what worked, what didn’t see how users use and mis-use your prototype iterate on the fly

  22. HOW TO test: ENGAGE the user open-ended questions no leading questions specific questions

  23. H2 test: gather feedback systematically

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