Two of the most important phases of design thinking isare framing the problem and prototyping.
Framing the problem, aAlthough from the starting point we have a problem or challenge to work on it, after the exploration phase this needs to be redefined, and we have to process all the information obtained,. ItThis is a critical step because it will guide the creative process,. aA bad frame of the problem could cause other phases to fail, and another timen we would have to start the whole process again. Usually it is a very reflective stage where we discover new possibilities and dimensions of the problem. mMany times we hear thea word, and we think we know what it is, but we have limited perception, and we are unable to find the answers,. tThe designer Jan Chipchase said, “A Lot of this stuff is about trying to figure out what the smart questions are, and it is not about the answers.” cCertainly there are limitations on ourselves when we are facing a problem, and if our frame is narrow, or if we assume something (like that there is only one possible idea), this will greatly limiting the resolution of the problem, and we will never get to the bottom of the challenge. However, we have some ways to do this, according to the U101 module…:
• Being able to see one problem as another.
• Thinking of the problem in different contexts.
• Thinking about the scale of the problem
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We have to try to explore themse to find the best way to do it .
Prototyping;: After creating as many ideas as possible, we need to materialize them. tThis means generating informative elements such as drawings, objects, and storyboarding, from the ideas generated in the previous phase,. iIt does not need to be an object,; it can be a simple pPost -it, an activity, or a storyboard. I think ithis is a very important phase of the cycle,; it is a quick and easy way to make some mistakes in advance, in an inexpensive way, and see how people react to a prototype,. aAs a Dori Tunstall says, “Language in and of itself is very ambiguous”, so in building something tangible, we can communicate our ideas in a more precise way our ideas. Creating prototypes, we try to communicate something to generate topics of conversation and to obtain a first feedback, modifying and refining the prototype to approach the final solution. I think also prototyping also inspires us, makes us think as creators, and helps us find other solutions. As sSome limitations toin working using pretty rough prototypes would be that the user cannot understand the purpose of these prototypes well, and we could lose a lot of time trying to explain the function they have. andAlso, since we need user participation and this is a product that has not been completed, the user could get stuck in small, superficial details, and not concentrate on the important functions. In my experience with prototypes this year, I have learned that it is better not to develop much, as we risk becoming emotionally involved with it, and we can stop to explore other solutions.
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