Design Thinking: Solving Problems and Driving Innovation
A good solution starts with a detailed understanding of its users. Explore their needs, test your ideas and structure the design process to avoid developing a response disconnected from reality. Use design approaches to guide your decisions and make your proposals more relevant.
- Duration
- 2 days 14 hours
- Code
- INN-DTK Code
Presentation
Design Thinking offers a pragmatic view of implementing innovative projects through observation, empathy and openness. The approach combines co-creation with stakeholders, providing a richer and more comprehensive solution, with an iterative process for empirical learning and continuous improvement of the product or service. New concepts emerge from observations and assumptions, ready to be tested and challenged. You will learn to quickly validate the feasibility of a product or service offering with your users.
Objectives
By the end of this course, participants will be able to:
- Apply the method to design and define a product or service that meets customers' or users' needs.
- Understand their users' needs and problems.
- Design a prototype.
- Define a Design Thinking challenge.
- Lead an agile project to develop a prototype.
- Present a project persuasively.
- Run a collaborative workshop.
Teaching approach
A combination of presentations and practical workshops, creativity and innovation tools, serious games (Lego® Serious Play®, Innovation Games®), discussions and shared experience.
Training evaluation
The trainer will monitor learning, which will be validated through a quiz.
Program
DAY #1
Introductions, participant discussion and identification of levels and expectations.
Defining innovation and UX Design
- Define innovation and the UX Design approach.
- Quickly visualise what Design Thinking is.
Workshop: Redefine the experience of giving a gift in pairs.
Value, the customer and the product
- Understand the Pareto principle.
- Manage priorities and use prioritisation techniques.
- Discover different customer types.
- Use personas and the Empathy Map.
- Recognise the importance of the product adoption curve.
Workshop: Prioritise features according to value.
The creative process
- Master the creative process.
- Explore several creativity techniques.
Workshop: Generate feature ideas for the application.
Facilitation
- Discover the facilitation process: co-creativity and collaboration.
- Design and facilitate a collaborative workshop for a given objective.
- Explore Innovation Games and facilitation practices.
Workshop: Share the application vision using Speed Boat®.
Understanding Design Thinking
- Learn the origins of Design Thinking.
- Discover the d.school method.
Setting the context
- Understand the challenges to identify opportunities.
- Collect and summarise information.
Workshop: Collect as much information as possible about voting in France.
Learning from stakeholders
- Collect user information.
- Learn to write and conduct an interview.
- Run a focus group workshop.
Workshop: Profile a persona, then design and conduct a user interview.
DAY #2
Defining the challenge
- Develop a point of view based on previous learning.
- Formulate a CPN to define the challenge.
- Learn about storytelling and progressive engagement.
- Discover and use storyboarding.
Workshop: Tell the story of your project idea with a storyboard.
Imagining creative solutions
- Make choices and prioritise by value.
- Deepen your understanding of brainstorming.
- Represent the user journey with a Customer Journey Map.
Workshop: Imagine your application's user journey with a Customer Journey Map.
Prototyping an interface
- Structure the screen using zoning and wireframes.
- Inventory and classify content.
- Define high-fidelity prototyping and its tools.
- Create a digital mock-up using Crazy 8.
Workshop: Prototype an interface.
Evaluating the user experience
- Discover principles, methods and best practices.
- Write a test protocol and collect user feedback.
- Learn A/B testing.
- Use heat maps to improve usability.
Workshop: Write and conduct a user test, then analyse the results.
Pitching your project
- Learn the concepts needed to master pitching.
- Use visuals to increase the message's impact.
- Design and deliver a pitch using visual materials.
Workshop: Present a concept in 3 minutes.
- Bibliography.
- Course summary and evaluation.
- Provision of course materials in PDF format.
- Quiz: check your understanding of Design Thinking.
Audience
This course is intended for project managers, designers, entrepreneurs, intrapreneurs, managers, project initiators and, more broadly, anyone interested in innovation.
Prerequisites
None. The course is open to anyone wishing to understand and/or create a business activity, company, innovative project or startup.
Teaching and assessment methods
- Initial skills assessment
- Training materials provided to participants
- Continuous assessment throughout the course
- End-of-course feedback questionnaire
- Combination of theory and practical application
- Attendance records
- Post-course follow-up evaluation
- Practical exercises
Dates and sessions
Choose the date and delivery format that suit you.
No upcoming sessions are currently available.
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