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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