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Page 1: Design Thinking for Library Innovation Workshop Slides
Page 2: Design Thinking for Library Innovation Workshop Slides

Welcome!Grab a nametag and a seat. We’ll get started shortly.

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AgendaAgenda

9:00-9:30 Introductions and table topics

9:30-10:15 Service design thinking

Exercise #1: How Might We?

10:15-10:20 Fast break

10:20-10:45 Discover: Find inspiration

Exercise #2: Lightning inspiration

10:45-11:30 Discover: Build empathy

Exercise #3: Experience mappingDE S I GN CONCE P TS, INC. 3

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AgendaAgenda

11:30-12:30 Lunch

12:30-1:30 Define: From research insights to design solutions

Exercise #4: Solution brainstorm

1:30-1:40 Fast break

1:40-2:20 Develop: Prototyping

Exercise #5: Service design blueprint

2:20-3:20 Deliver: Storytelling

Exercise #6: 2-minute commercialsDE S I GN CONCE P TS, INC. 4

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AgendaAgenda

3:20-3:35 Take it home and own it!

Exercise #7: How might we…

3:35-4:00 Recap and closing discussion

Exercise #8: I like, I wish, I wonder

4:00-4:30 Post-workshop office hours (optional)

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Today’s goal

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§ Introduce you to and have you “try-on” design thinking in order to help you:

§ Frame what problem(s) you are trying to solve in your own communities

§ Innovate from the future and build a bridge from the “now” to the future

§ Equip you with stories, tools and templates that you can bring home to share with your colleagues and community.

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Expectations for the day

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§ Favor process over outcomes. Experiencing the full process today with a flimsy idea is better than getting halfway through with a perfect idea.

§ Pull your own weight. Work together, no one is a spectator. § Pick up the markers. Document, document, document. Getting it on paper

brings the idea to life. Everyone can draw stick figures, symbols, and diagrams. § Move fast. We have a lot to do, so don’t get stuck in the details. § Take breaks. Your table will keep you up to speed.§ Live in the land of “What if?” Don’t worry about the constraints and realities of

today.§ Most importantly, have fun. Our day jobs are serious. Let’s not take today so

seriously. Encourage wild ideas.

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Introduction

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What’s in a nameLibrary

MuseumOfficeRepositoryVaultTreasuryDenArchiveMenagerieWorkshopStudy

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KitchenNap roomDr’s officeMaker spaceBaby sitterCounselorTool cabinetMerchantSafe havenCraft room

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Howdy! Design Concepts

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Our officesMain offices:Madison, WISan Francisco, CA

Satellite team members:Minneapolis, MNPrinceton, NJChicago, IL

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We DesignProducts

§ Crock-Pot Cooking System

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We DesignServices

§ Hospitality, Financial & Insurance

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We CreateDigital Experiences

§ First Alert Connected CO Monitor

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We Create Shopping Experiences§ Home Depot, Land’s End

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We Develop Strategies

§ Spectrum Brands –Rayovac Innovation Strategy

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Our clients

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What we do

ENVISION REALIZE

In the broadest sense, we have the people, experience and methods to help our clients envision bold new future opportunities and the technical skill to bring those future visions to life.

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Deep immersionDeveloping solutions that are inspired by three important perspectives to create value for consumers and businesses

§ Vision§ Organizational Structure§ Revenue Model§ Competencies§ Appetite for Risk

THE WORLD

PEOPLE & PLACESCLIENT

§ Context§ Trends§ Competition§ Market Forces§ Regulatory Environment§ Size of Opportunity

§ Needs & Wants§ Expectations§ Attitudes§ Motivations

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Design thinking process ABSTRACT

CONCRETE

DOINGUNDERSTANDING

PATTERNS DIRECTIONS

OBSERVATIONS SOLUTIONS

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Design thinking process ABSTRACT

CONCRETE

DOINGUNDERSTANDING

PATTERNS DIRECTIONS

OBSERVATIONS SOLUTIONS

Avoid…DE S I GN CONCE P TS, INC. 2 2

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Enough about us…

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Let’s get started!!!

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First task of the day: table topics

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§ Work with the team at your table for the next ten minutes to choose the topic you want to address – we’ll present some options on the next slide.

§ When you are ready, write your table topic on one side of your foam core and place it in the middle of your table.

§ Look around the room. If there is a topic you’re more interested in, then move to that table.

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Select a table topic

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§ the elderly§ students§ local businesses§ ______?

Option #1:Create a community gathering space for...

Option #2:Overcome barriers to using the library for...

§ working parents§ underserved communities§ patrons connecting remotely§ ______?

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Service Design ThinkingAn overview

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What is service design?

§ The design of entire ecosystems v. isolated problems—from digital to physical, seen and unseen, tangible to intangible

§ Uses design methods with a service mindset, focusing on creating lasting and meaningful value for the customer in a way that is sustainable for the business

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FROM

TO

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The 5 P’s of service design

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The 5 P’s of service design

PeopleCX DesignersMarketingHuman Resources Talent Management

PropsIndustrial DesignersProduct ManagersInformation Architects

PlaceArchitectural DesignersUX Designers

PartnershipsSupply ChainDevelopment

Processes Operations Project ManagersBusiness Design

Service design is not a new way of thinking. It’s about harnessing the design power across disciplines.

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People Employees and other customers encountered while the service is produced. These people are actors in the service experience.

PropsThe objects and the collateral used to produce the service encounter (forms, products, signage).

Place The physical space or the virtual environment through which the service is delivered.

PartnershipOther businesses or entities that help to produce or enhance the service encounter.

ProcessWorkflows and rituals that are used to produce the service encounter. The processes are the glue that connects the front and back stages.

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Service as theatre

§ The concept of actors on both the front and back stages are the foundation of service design.

§ Each of the actors, as well as the audience, exchange some type of value.

§ Actors use props within the theater that can be physical or virtual

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Service as theatre

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FRONTSTAGE

BACKSTAGE

SERVICE DESIGN: FROM INSIGHT TO IMPLEMENTATION. 2013.ROSENFELD MEDIA

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The service design ecology

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A healthy service ecosystem is one in which everyone benefits, rather than having the value flow in one direction only.

The most common lost opportunity is when we neglect the resource that customers can be in terms of providing value back.

SERVICE DESIGN: FROM INSIGHT TO IMPLEMENTATION. 2013.ROSENFELD MEDIA

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Key principles

#1 People focused

§ The service design process always starts with the customer needs, pain points, motivations, and opportunities

§ From there, the focus extends to other stakeholders, or actors, in the service experience—from the person behind the counter to the person delivering the mail

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Key principles

#2 Research based§ Building empathy for each

stakeholder group is a key component of the process

§ Planning a thoughtful approach to understanding each user group is a critical part of any design thinking process

§ Get out of the building. Breakthrough ideas happen when you get outside of your normal routine and headspace

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Key principles

#3 Balanced§ For a service solution to

be successful it needs to bridge desirability (what does the user want?), feasibility (can we provide it?) and viability (does this make business sense?)

§ If you just focus on desirability and not viability, the service will fail

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DESIRABILITY

FEASIBILITY VIABILITY

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Key principles

#4 Starts with a solid core§ MUST: Core services MUST

be there for the service to remain viable

§ SHOULD: Performing services go one step further to create a seamless and reliable experience for customers

§ COULD: Delighting services afford customers with moments of delight, driving desirability, value, and growth

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Core

Performing

Delighting

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Key principles

#5 Participatory§ The complexities

associated with service design require that various stakeholder voices have a place at the table

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Key principles

#6 Visual§ Service design relies on

storytelling and prototyping to create alignment and foster transparency

§ An attention to visual storytelling helps make complex holistic services more understandable, and builds alignment throughout the process

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Key principles

#7 Iterative § Design is a cyclical

process of building, testing, analyzing, and learning.

§ If we focus on process rather than the end result, we may stumble upon unexpected results

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DISCOVER INSIGHTS

DEFINE PROBLEM

DEVELOP SOLUTIONS

DELIVER VALIDATION

iterate

iterate

PHASE 1 PHASE 2 PHASE 3 PHASE 4DESIGN CONCEPTS’ PHASED PROCESS DIAGRAM

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Resource for additional information

Service Design: From Insight to ImplementationBy Andy Polaine and live|work founders, Ben Reason and Lavrans Løvlie.

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Exercise #1: How Might We?

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WHY create How Might We questions?

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§ How Might We (HMW) questions reframe problems as opportunities

§ HMWs help us look at a problem from multiple angles

§ HMWs provide the hook for research and brainstorming activities to come

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Ex #1: HOW to generate HMW questions?

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Step #1: Generate Problem Statements§ Time: 3 minutes§ Format: Individual§ Task: List all of the problem statements you can think of related to your

table topic on post-it notes. Take your table topic challenge and drill into the specifics of the problem. Try to put it in terms of an (imagined) person.

Example§ Challenge: Overcome the barriers to using the library for working families§ POV: The Smith family is rushed to get dinner on the table in the evenings, when they would

like to spend quality time together. The Andrews’ aren’t able to attend programs that are scheduled during the work day. The Williams’ have varying intellectual demands of multiple children.

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Ex #1: HOW to generate HMW questions?

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Step #2: Select a Problem Statement§ Time: 10 minutes§ Format: Team§ Task: As a team, share your problem statements and sort them into

clusters of similar ideas or problems. Select one cluster of problem statements that you would like your team to focus on for the remainder of the day.

Example§ Challenge: Overcome the barriers to using the library for working families§ The team sorts all of the POV statements and selects a cluster that describes “Working

families have too many domestic after-school responsibilities to enjoy the library with their kids.”

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Ex #1: HOW to generate HMW questions?

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Step #3: Generate HMW Questions§ Time: 15 minutes§ Format: Team§ Task: Using the HMW worksheet, generate a list

of questions. Once you complete the worksheet, select one of the questions for your team to focus on in the upcoming research and brainstorming exercises.

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Ex #1: HMW example

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POV: Working families have too many domestic after-school responsibilities to enjoy the library.

Amp up the good: HMW create more quality time for families afterschool? Remove the bad: HMW eliminate domestic responsibilities afterschool? Explore the opposite: HMW make chores the most exciting part of the day?Question an assumption: HMW help working parents make the case for more flexible work schedules? Go after adjectives: HMW make afterschool chores exciting and shared instead of routine and individual? ID unexpected resources: HMW put other programs (during the day or for the retired) to work to support the workload of working mothers?Create an analogy from need or context: HMW make limited afterschool hours feel like a family reunion?Play POV against the challenge: HMW make kids want to help with afterschool chores?Change the status quo: HMW make working parents feel less time-strapped?Break POV into pieces: HMW make afterschool programs fun for kids? HMW give mom more free time?

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Fast Break! 5 minutes

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Discover: Contextual Inspiration

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This reminds me of….What problem are you trying to solve, or what activity do you want to support?

What is similar to this out in the world?

Document what they do, do well and/or are missing.

What inspires you?

How does this make you look at your problem statement or solutions different?DE S I GN CONCE P TS, INC. 4 8

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For example

Family dinner

Look for inspiration on the term family and dinner

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Exercise #2: Lightning Inspiration

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Ex #2: Lightning Inspiration

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Step #1: Silent Generation§ Time: 8 minutes§ Format: Individual§ Task: What companies, products, or services in the world do a good job

of responding to your opportunity? List your ideas on post-its. You may use your brain, computer, or tablet for this exercise. The goal is to generate 3-10 companies, products, or services outside of the library experience.

Example§ For example: Blue Apron delivers groceries and meals to reduce time spent shopping and

meal planning; Chores Hero app helps organize and distribute chores; Fit-to-Go meal service at Harbor Athletic Club combines 2 to-dos of exercise and dinner; Hop Skip Drive ridesharing service for kids; the school lunch program, etc.

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Ex #2: Lightning Inspiration

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Step #2: Team Share-out§ Time: 12 minutes§ Format: Individual§ Task: Rapid-fire share-out your top 3-5 ideas with your team. Find a

space on the wall to post your Lightning inspiration, for when you need to reference it later.

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Discover: Building Empathy

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The importance of building empathy

Phase 1§ The start of a service

design project is a period of discovery, gathering inspiration and insights, identifying user needs, and developing initial ideas

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DISCOVER INSIGHTS

DEFINE PROBLEM

DEVELOP SOLUTIONS

DELIVER VALIDATION

iterate

iterate

PHASE 1 PHASE 2 PHASE 3 PHASE 4DESIGN CONCEPTS’ PHASED PROCESS DIAGRAM

Page 55: Design Thinking for Library Innovation Workshop Slides

Key principles of service design

#1 People focused

§ The service design process always starts with the customer needs, pain points, motivations, and opportunities

§ From there, the focus extends to other stakeholders, or actors, in the service experience—from the person behind the counter to the person delivering the mail

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Key principles of service design

#2 Research based§ Building empathy for each

stakeholder group is a key component of the process

§ Planning a thoughtful approach to understanding each user group is a critical part of any design thinking process

§ Get out of the building. Breakthrough ideas happen when you get outside of your normal routine and headspace

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The importance of building empathy

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The core starting point of the service design approach is to be human focused.

• Building empathy for each stakeholder group is a key component of the service design process

So….

• You must put stakeholders at the center of the process if you want to design successful and popular services

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Building empathy enables designers to…

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Understand the needs, behaviors, and values of stakeholders

Reveal opportunities that match user needs to company goals

Develop more compelling offerings for your customers

Evaluate service concepts or directions

Ensure ideas being developed are desirable

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How do we build empathy?

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• Designers look to understand the needs and desires of the people who will use a product or service by spending time with them

• Building empathy allows for a deeper understanding of how your service is perceived, used, and experienced

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Defining the research question and objectives

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• Before undertaking any research, it is important to define your goals/learning outcomes

• Start broad in an opportunity space, then narrow down to a specific hypothesis you want to investigate, validate, or refute in relation to the overall project objective

• Be sure to define the problem, not the solution

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Pair your methods to your inquiries

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Empathy building occurs at all stages of service design. These are two examples of empathy building research activities in discovery research:

User Shadowing/ObservationObservation is the most fundamental way to gather primary information and is a key tool for design research. Simply put, it means going out into the world with open eyes and mind to develop an understanding and empathy about other people’s experiences.

Contextual Inquiry/InterviewingContextual inquiry allows for the exploration of specific behaviors, attitudes, motivations, and beliefs through a moderated interview.

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Finding the right participants

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How do you find the right participants?

Before beginning any empathy building research it is important to find the right participants. The first step is to clearly articulate what kind of person you are looking for. To do this you can create a participant profile. This profile should be just enough detail to help guide in the identification process of interview candidates.

Ex: staff member who has deep knowledge in a service, has decision-making authority and represents a segment of use cases

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Developing protocols, guides and debriefs

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• Proper documentation is a necessary step in data collection and should be developed before performing research

• Guides and protocols ensure data are collected in a consistent matter and with the research aims in mind

• Guides and protocols should be specific (ex: listing questions to be asked, approximate time to spend on categories of questions, etc.) but also be open to change depending on the interviewee’s responses

• Be sure to include the learning outcomes/goals of research on your guides to reference

• If you want to ensure you capture all data –and you do – debrief as soon as possible after each interview/observation

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The importance of a framework

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• Use a framework to analyze and codify your results into a consumable format. Make sure your framework is geared towards answering your hypotheses.

• Use framework to drive data to actionable insights

Ex: 5 P’s of Service DesignPeople, Props, Place, Partnerships, Process,

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Pains, Gains and Jobs to Be Done

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The framework of Pains, Gains and Jobs to Be Done is especially useful when determining values

Pains: What are people’s primary pain points?Gains: What are people in love with?Jobs: What they trying to accomplish?

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Synthesize your findings

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Look holistically and deeply at the findings and the broad patterns you see across the data to interpret findings into meaningful insights

Ex:• Summarize top pain points, benefit, and service

perceptions• Frame key insights that might impact service

strategy• Recommend next steps for continued research,

specific service improvements, and service strategy

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Exercise #3: Empathy Building

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Exercise #3: Empathy Building

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Step #1: Jobs to Be Done§ Time: 10 minutes§ Format: Team§ Task: Quickly generate a list of key stakeholders that might be involved

in your opportunity. Think broad—anything from the central actor to the costume designer, to use the theater analogy. Complete a Jobs to Be Done worksheet for each of the key stakeholders.

Example§ For example: Working parents, children, school teachers

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Exercise #3: Empathy Building

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Step #2: Experience Map§ Time: 20 minutes§ Format: Team§ Task: Now that we’ve thought about the individual Jobs to Be Done for

each of your key stakeholders, it’s time to understand how their experience today stitches together (if at all!) Select one key stakeholder and build an Experience Map of their experience as it exists today, using the worksheet on your table. Don’t be afraid to get out of the library and into the stakeholder’s head.

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Exercise #3: Empathy Building

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Step #2: Experience Map

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Lunch! 60 minutes

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DefineBridging the gap from insights to actionable solutions

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Design thinking process

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ABSTRACT

CONCRETE

DOINGUNDERSTANDING

PATTERNS DIRECTIONS

OBSERVATIONS SOLUTIONS

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This is the tricky part

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Observations Find a space to externalize and visualize all of your observations from the discovery phase.-User Research-Contextual Research-Company/Institutional Research

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This is the tricky part.

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Observations Find a space to externalize and visualize all of your observations from the discovery phase.-User Research-Contextual Research-Company/Institutional Research

Patterns/FrameworksNext, it’s time to apply structure to identify gaps, uncover patterns, discover insights.

-Personas-Jobs to be Done-Experience Maps

WHAT?

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This is the tricky part.

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Observations Find a space to externalize and visualize all of your observations from the discovery phase.-User Research-Contextual Research-Company/Institutional Research

Patterns/FrameworksNext, it’s time to apply structure to identify gaps, uncover patterns, discover insights.

-Personas-Jobs to be Done-Experience Maps

Directions / ImperativesImperatives are solution strategies or solution areas that tell us what the design needs to do, and how it should do it.

-Musts, coulds, and shoulds-Design Principles / Drivers

WHAT? SO WHAT?

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This is the tricky part…

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Observations Find a space to externalize and visualize all of your observations from the discovery phase.-User Research-Contextual Research-Company/Institutional Research

Patterns/FrameworksNext, it’s time to apply structure to identify gaps, uncover patterns, and discover insights.

-Personas-Jobs to be Done-Experience Maps

Directions / ImperativesImperatives are solution strategies or solution areas that tell us what the design needs to do and how it should do it.

-Musts, coulds, and shoulds-Design Principles / Drivers

WHAT? SO WHAT? GET REAL.

SolutionsSolutions turn thinking into reality.

-Prototypes-Service Blueprints-Business Model Canvas-Concept sketches

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…but IMO it’s the best part too!

§ Here’s our team sorting observations that we listed individually on cards

§ We’re beginning to find patterns and sort them into a larger framework

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Exercise #4: Design Guidelines and Solution Brainstorm

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Exercise #4: Design Guidelines

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Step #1: Musts, Coulds and Shoulds§ Time: 10 minutes§ Format: Team§ Task: Generate a list of musts, coulds, and shoulds for a service

solution using a blank flip chart and any observations from the Lightning Inspiration and Experience Maps.

For example: HMW: make afterschool chores exciting and shared, instead of routine and individual?

Musts: § alleviate the burden of

afterschool chores

Coulds:§ could allow for patrons to spend more time with

people in their community § eliminate the burden of any of the the

following: after-school pick-up, grocery shopping, meal planning and prep, laundry, clean-up, and homework

Shoulds: § allow families to spend more time

together§ teach something

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Exercise #4: Design Guidelines

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Hint: Look to gaps, pain points or needs on your experience map to define what a new service must/could/should do for your user.

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Exercise #4: Design Guidelines

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Step #2: Crazy Eights§ Time: 5 minutes§ Format: Individual§ Task: Every person at your table needs 8 half-sheets of paper. Using

your experience map and what you know about your stakeholders and the design criteria, generate 8 ideas for solving the problem with a service. You will have 5 minutes to draw 8 service solution ideas on your half-sheets. That’s 1 idea every 40 seconds…it’s crazy, but it’s a great way to crank out variations of ideas quickly, and turn off the perfectionism and self-editing.

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Exercise #4: Design Guidelines

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Step #3: Solution Brainstorm§ Time: 35 minutes (!?!)§ Format: Individual§ Task: Be honest, you’ve been waiting for this all day. Share-out your

ideas around the table and decide on the one idea that best responds to the opportunity. Maybe you take a little of this and that and build on each other’s ideas. Maybe you want to break into 2 teams to explore 2 separate ideas for the remainder of the day. Don’t worry if it’s not perfect—we’re moving fast!

For example: The library offers group cooking classes for families every Thursday evening where both kids and adults can learn together and eat what they cook—without dirtying their own kitchen.

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DevelopThe power of prototypes, pilots, and model demonstrations

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Why prototype?

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§ The goal is to experience some aspects of the service concept with customers or other stakeholders in order to improve the solutions before more resources are invested for the service to be realized

§ Save money, time, and resources§ Prototyping as a research activity

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What to prototype?

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LOW FIDELITY PROTOTYPE§ Objectives: Help us test ideas quickly

and cheaply. It should look and feel like a work in progress.

§ Examples: Paper prototypes, role-playing, hand-sketched screen mock-ups, cognitive walk-throughs (wearing the hats of different stakeholder profiles), 2 minute commercials, service design blueprints, business model canvases, etc...

HIGH FIDELITY PROTOTYPE§ Objectives: Helps us refine

and polish idea with user feedback. It should look and feel real.

§ Examples: Clickable interfaces of technological infrastructure, web pages, videos, 3D printed products or packaging, etc…

Page 87: Design Thinking for Library Innovation Workshop Slides

What to prototype?

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If it’s not logical or possible to prototype the full service experience, start with the highest risk assumptions.

KNOWN

MORE CRITICALLESS CRITICAL

Highest risk Assumptions

UNKNOWN

Page 88: Design Thinking for Library Innovation Workshop Slides

How to learn from your prototype?

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§ Build what you need The idea is to develop the prototype only to the level of fidelity that is needed to test the service idea and learn what you need to know

§ Measure Decide in advance of the research the metrics by which you will measure success (clicks, surveys, reactions, etc.)

§ Context Ideally, a service prototype is put in front of the user in the place, situation, and condition where the service will actually exist

A ‘WIZARD OF OZ’ PROTOTYPE

Page 89: Design Thinking for Library Innovation Workshop Slides

Exercise #5: Prototyping the Service

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Page 90: Design Thinking for Library Innovation Workshop Slides

Exercise #5: Prototyping the Service

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Service Design Blueprint and/or Business Model Canvas§ Time: 30 minutes§ Format: Team§ Task: Use the next 30 minutes to dive into the details of your service.

You may use the Service Design Blueprint or Business Model Canvas worksheets. Feel free to use the worksheets as a guide and instead use post-its and whiteboard space to map it out on the wall.

Page 91: Design Thinking for Library Innovation Workshop Slides

Prototyping the ServiceService Design Blueprint

§ A tool that helps clarify the interactions between customers, employees, and digital touchpoints

§ Helps your team think about the frontstage activities that will impact the customer directly as well as the the backstage activities that the customer does not see but are critical to the success of your service innovation

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Page 92: Design Thinking for Library Innovation Workshop Slides

Prototyping the ServiceService Design Blueprint

How to use: § Begin with a journey map

of the customer experience

§ Next fill-in the front stage touchpoints, including the physical evidence (or stuff), service employees (people), and digital & devices (digital touchpoints)

§ Finally, think about the backstage people, activities, and processes

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Page 93: Design Thinking for Library Innovation Workshop Slides

Prototyping the ServiceBusiness Model Canvas

§ This tool helps teams visualize how each business aspect of the service aspect will come into place

§ Even though we might not typically think of library services as a business, this tool helps us think of innovative ways to reach people (channels) or develop key partnerships that can share the load

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Page 94: Design Thinking for Library Innovation Workshop Slides

Prototyping the ServiceBusiness Model Canvas

How to use: § Begin with the long columns,

moving from right to left§ Next, go into the squares to

detail out the channels, resources, and activities needed to make the service happen

§ Finish with thinking about the potential cost and revenue streams.

§ If you’re unsure or have options, it’s okay! List it and move on.

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Page 95: Design Thinking for Library Innovation Workshop Slides

DeliverStorytelling to build alignment

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Page 96: Design Thinking for Library Innovation Workshop Slides

What is storytelling in the context of design? It is not…§ a one-way street§ passive§ a bound final report§ text-based§ a single presentation or meeting

Page 97: Design Thinking for Library Innovation Workshop Slides

Storytelling is…continuous & evolving

§ The story should be viewed as a conversation overtime and not a one time information transfer

§ Organize regular touch points so that everyone feels like they’re building the story together over the course of the project

DISCOVER INSIGHTS

DEFINE PROBLEM

DEVELOP SOLUTIONS

DELIVER VALIDATION

iterate

iterate

PHASE 1 PHASE 2 PHASE 3 PHASE 4

Launch project

Imm

erse in the research

Select an opportunity area

Advise on solution

Refine based on pilot insights

Page 98: Design Thinking for Library Innovation Workshop Slides

Storytelling is…a design activity

§ Think about you audience as your customer—what are their needs, pain points, motivators, and hopes for the project?

§ Design your space—rearrange tables and chairs, hang posters, find natural light, provide writing, drawing, and building materials. Attention to these details will signal that something is “different” from your typical meeting

Page 99: Design Thinking for Library Innovation Workshop Slides

Storytelling is…a research activity

CONFIDENTIAL

Decision-Making WorksheetRate the opportunity area according to the following criteria, where a higher score (5) is more positive than a lower score (1).

Q u i c k s i l v e r : C o - S y n t h e s i s

O P P O R T U N I T Y A R E A :

N A M E :

Value Prop: Core Lab Leaders

Value Prop: Lab Techs

Value Prop: Clinicians

Value Prop: Patient Outcomes

Behavioral Change

UNCLEAR CLEAR

UNCLEAR CLEAR

People: User Needs

UNCLEAR CLEAR

UNCLEAR CLEAR

HI LOW

Competitive Whitespace

Aligns with Trends: Healthcare

Aligns with Trends: Technology

CROWDED OPEN

NO YES

Context: Trends and Competitors

NO YES

Value Prop: Internal Stakeholders

Aligns with Brand Position: Choose Transformation

Aligns with Q

Complexity: Build

Complexity: Sell

UNCLEAR CLEAR

NO YES

Company: ADD Vision

NO YES

HI LOW

HI LOW

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

§ Like prototyping, storytelling should be viewed as a research activity. Use it as an opportunity to get feedback and improve

§ One example is to use feedback worksheets with ‘sliders’ based on project goals that were pre-determined in the project kick-off meeting

CONFIDENTIAL

I like...

I wish...

I wonder....

Notes...

T I T L E O F A C T I V I T Y

Q u i c k s i l v e r : C o - S y n t h e s i s

O P P O R T U N I T Y A R E A :

N A M E :

I like...

I wish...

I wonder....

Notes...

Q u i c k s i l v e r : C o - S y n t h e s i s

O P P O R T U N I T Y A R E A :

N A M E :

G U T C H E C K G U T C H E C K1 1CONFIDENTIAL

Page 100: Design Thinking for Library Innovation Workshop Slides

Storytelling is…visual & immersive

§ One of the most powerful storytelling tools is to make your audience feel like they were a part of the research process

§ Using tools like video clips, quotes, posters, and installations helps the audience feel closer to the process and better understand the solution

§ Have audience members act out the service experience

IMAGE COURTESY OF ROSENFELD MEDIA

Page 101: Design Thinking for Library Innovation Workshop Slides

Storytelling is…opening up for critique

§ When giving critiques in design, try to find the nuggets of good that can be built upon, and use that to balance the negative. Explain why and be specific so you can build on the good ideas

§ When receiving a critique, it’s best to remain open and not get defensive, giving additional details only when necessary

Page 102: Design Thinking for Library Innovation Workshop Slides

Resource for additional information

Communicating the NewBy Kim Erwin

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Page 103: Design Thinking for Library Innovation Workshop Slides

Exercise #6: Tell your service story

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Page 104: Design Thinking for Library Innovation Workshop Slides

Exercise #6: Tell your service story

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Step #1: Prepare Your 2-minute Commercial§ Time: 15 minutes§ Format: Team§ Task: Using the sketches, storyboards, flip charts, and post-its you’ve

generated today, outline a less than 2-minute story about your concept. You are encouraged to act it out. Work fast because next we will be sharing our stories with the larger group!

Page 105: Design Thinking for Library Innovation Workshop Slides

Exercise #6: Tell your service story

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Step #2: Share it With the Group§ Time: 35 minutes (6 teams x 5 minutes per team)§ Format: Team§ Task: Each team will have 2 minutes to share their commercial and

then receive 3 minutes of feedback from the group

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Take it and Own itBringing today full-circle to bring value back to your home library

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Page 107: Design Thinking for Library Innovation Workshop Slides

Service Design Thinking is…a repeatableapproach to problem-solving

DISCOVER INSIGHTS

DEFINE PROBLEM

DEVELOP SOLUTIONS

DELIVER VALIDATION

iterate

iterate

PHASE 1 PHASE 2 PHASE 3 PHASE 4

Launch project

Imm

erse in the research

Select an opportunity area

Advise on solution

Refine based on pilot insights

Page 108: Design Thinking for Library Innovation Workshop Slides

Recapping what we did today…

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1. Defined the Problem Statement(s) and reframed into HMW opportunities

2. Selected a HMW opportunity to focus our efforts and conduct contextual research for inspiration

3. Built empathy and generated Jobs to be Done and Experience Maps to highlight user needs and pain points

Page 109: Design Thinking for Library Innovation Workshop Slides

Recapping what we did today…

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5. Used our Experience Maps to build our design guidelines in the form of musts/coulds/shoulds

6. Conducted a solution brainstorm and selected one solution to build a prototype in the form of a Service Design Blueprint or Business Model Canvas

7. Created a 2-minute commercial and gathered feedback from the group

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Exercise #7 (this is it people!)How might YOU?

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Page 111: Design Thinking for Library Innovation Workshop Slides

Exercise #7: How might YOU?

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Step #1: Write Your Library’s Problem Statement§ Time: 3 minutes heads-down / 2 minutes shout-out§ Format: Individual§ Task: We recognize that each of you have pressing challenges and

opportunities in your own local libraries. We’re giving you some time to get started on one of these challenges today. Create a list of your library’s most pressing problem statements that you might like to tackle with a Service Design Thinking approach. After you’re finished we’ll go around the room and shout-out the problem statements we’re hoping to tackle. Keep an ear out for others with similar challenges and make friends J

Page 112: Design Thinking for Library Innovation Workshop Slides

Exercise #7: How might YOU?

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Step #2: Generate HMW Questions§ Time: 8 minutes§ Format: Individual§ Task: Using the HMW exercise that we kicked-off the day with,

transform your problem statement into a list of HMW questions as a starting point for opportunity and inspiration.

Page 113: Design Thinking for Library Innovation Workshop Slides

Exercise 7: HMW Example

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POV: Working families have too many domestic after-school responsibilities to enjoy the library.

Amp up the good: HMW create more quality time for families afterschool? Remove the bad: HMW eliminate domestic responsibilities afterschool? Explore the opposite: HMW make chores the most exciting part of the day?Question an assumption: HMW help working parents make the case for more flexible work schedules? Go after adjectives: HMW make afterschool chores exciting and shared, instead of routine and individual? ID unexpected resources: HMW put other programs (during the day or for the retired) to work to support the workload of working mothers?Create an analogy from need or context: HMW make limited afterschool hours feel like a family reunion?Play POV against the challenge: HMW make kids want to help with afterschool chores?Change the status quo: HMW make working parents feel less time-strapped?Break POV into pieces: HMW make afterschool programs fun for kids? HMW give mom more free time?

Page 114: Design Thinking for Library Innovation Workshop Slides

Exercise #8I like, I wish, I wonder

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Page 115: Design Thinking for Library Innovation Workshop Slides

After school office hours

§ Members of the Design Concepts team will stick around after the session to answer any questions and even help with planning an approach to user research if you have a specific question in mind

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