Solving Homo sapiens problems with Design Thinking

Introduction

Roman Gluck

- Project Manager 

 

- UX Designer 


- Computer Science and

Public Speaking Mentor

Do?

Learn?

Why?

Bad Design Example?

Act I
The Problem

Act I
The Problem

Personal

Third Person Problem

Collective

How to solve problems

 - Knowledge

 - Experience

 - Money

 - Network

 - Design

Act II
Design Thinking Methodology

Human Centered Design

Solve Problems

1. Empathize


Learn about the audience

2. Define


Define the end problem

3. Ideate


Create a pool of pissible solutions and ideas

4. Prototype


Build working variations of the ideas

5. Test


Let the users try out your prototypes

6. Repeat until problem is solved

Problem

Preparing teachers for the 4IR

Act III

Design - it's not what you think

Function over aesthetics

From Making

To Designing

Characteristics of good design

 - Human Centered

 - Discoverable

 - Functional

Good designer?

Remix

Fail Fast Mindset

Learn from others

Background Design Exercises

Go for a startup

Case Studies

Talk with children

Limit yourself

Workshop

1. Pick a number

2. Find your group

0. No talking

1. Beer Bottle

2. Roof Top

3. Coffee cups

4. Broken cars

5. Woden Log

1. Benefit to 1kk people

2. Global problems

3. Moderate price

bit.ly/FAF2018Design

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