Design Thinking //5 CHALLENGES IN 5 WEEKS
WEEK 3
Over a period of 5 weeks, we conducted 5 design thinking exercises using the Design Thinking Toolbox we developed. Throughout these exercises, stage and method tiles resembling a board game layout, specially crafted templates for implementing each method, instantly printed stickers, and specially designed 3D prints were employed.
Challenge
Empathy
Diagnosing
the Problem
Ideation
Prototype &
Evaluation
DESIGN CHALLENGE III:
DESIGNING AN ATTRACTIVE WEBSITE FOR THE ANCIENT CITY, BELONGING TO A PRIVATE ORGANIZATION
In our design thinking exercise conducted in the third week, the challenge was set as 'DESIGNING AN ATTRACTIVE WEBSITE FOR THE ANCIENT CITY OWNED BY A PRIVATE ORGANIZATION'.
PHASE I: INVESIGATION & EMPATHY
When selecting methods from the design thinking toolkit's method set for the empathy stage, we aimed for methods suitable for the challenge that would provide valuable insights throughout the process. Meanwhile, the challenge, originally defined as the creation of a website about an ancient city, was refined to focus more on a target user group, specifically children.
During the empathy stage, we started by crafting Personas, offering insights into the potential site users. Then, Empathy Maps were developed for the created personas, allowing for a more detailed understanding of individuals.
Utilizing these personas, a Mind Map was crafted to gain a deeper comprehension of the website to be created, which was further enhanced visually with 3D-printed meeples depicting the insights. These mini-figures, selected as 2D graphics from Google Material Icons, slightly modified for 3D printing suitability, and then 3D modeled, were shared on the Thingiverse platform as open-source materials. The utilization of these 3D materials enriched our design thinking exercises and discussions by inspiring creativity during the sessions.
Thingiverse link: https://www.thingiverse.com/thing:6347902
In the continuation of the empathy phase, we devised an experiential website journey aligned with a probable user profile. Mapping the user's interactions and emotions, we organized these steps into a Journey Map, later transformed into a visual Emotional Journey representation. Additionally, we conducted a Benchmark study during the empathy phase, comparing distinct segments of various ancient cities. These methods collectively formed a robust database, providing insights into the characteristics, expectations, emotions, and experiences of our target user group, laying a foundation for formulating design queries in subsequent steps.
PHASE II: DIAGNOSING THE PROBLEM
The data obtained from our empathy phase led to the creation of three design questions:
1. How should the website of the ancient city be so that children can have an enjoyable time?
2. What can be specialized interaction tools for children?
3. What could personalized experiences be with the use of Artificial Intelligence (AI)?
PHASE III: IDEATION
To seek answers to the formulated questions, 2 methods were chosen from the Ideation methods set.
Utilizing the Brainstorming method, a pool of ideas was created considering the data obtained from the empathy section. These ideas were then clustered and visualized by placing them into the brainstorming template. Subsequently, the KJ technique was employed to establish a hierarchy among the clustered ideas from the brainstorming session, resulting in the creation of overarching headings for the groups. These headings were as follows:
1. content creation & sharing
2. themed audio guide
3. interactive tour map / navigation
4. pre-tour / after-tour activities
5. collected memories
PHASE IV: PROTOTYPE, TEST & EVALUATION
During the design thinking evaluation stage, two methods were selected from the design thinking toolkit. The ideas generated in the ideation phase were voted upon using the Dot Voting method and evaluated using the decision-making method, Harris Profile method.
After conducting the Dot Voting, three titles were chosen: 'themed audio guide,' 'interactive tour map/navigation,' and 'pre-tour/after-tour activities.' These titles were subsequently assessed using the Harris Profile evaluation criterias, which were determined as follows:
1. Attraction
2 Quick Applicability
3. Innovation
4. Level of Necessity
5. Parental Compatibility
6. Duration of Experience
7. Lack of Substitute
Project Summary:
Research Methodologies:
Empathy: Persona, Empathy Map, Mind Map, Journey Map, Emotional Journey Map
Ideation: Brainstorming, KJ Technique
Evaluation: Dot Voting, Harris Profile
Tools:
Figma, Miro, Rhinoceros, Zortrax M200, Z-Suite, Adobe Photoshop & Illustrator