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Transcript

DESIGN THINKING

~the sketch~

WHAT DESIGN THINKING REPRESENTS

01

Design Thinking is an approach used for practical and creative problem-solving.

It is based heavily on the methods and processes that designers use , but it has actually evolved from a range of different fields — including architecture, engineering and business.
Design Thinking can also be applied to any field;
It doesn’t necessarily have to be design-specific.

DESIGN THINKING

  • Design Thinking is extremely user-centric.
  • It focuses on humans first and foremost, seeking to understand people’s needs and come up with effective solutions to meet those needs.
  • It is what we call a solution-based approach to problem-solving.

The 4 Principles of Design Thinking

  • The human rule:
  • The ambiguity rule
  • The redesign rule:
  • The tangibility rule:

02


  • All design activity is social in nature
  • Any social innovation will bring us back to the “human-centric point of view”

  • Ambiguity is inevitable, and it cannot be removed or oversimplified
  • Experimenting at the limits of your knowledge and ability is crucial in being able to see things differently


  • All design is redesign
  • While technology and social circumstances may change and evolve, basic human needs remain unchanged
  • We essentially only redesign the means of fulfilling these needs or reaching desired outcomes

  • Making ideas tangible in the form of prototypes enables designers to communicate them more effectively

The 5 Phases of Design Thinking


03

  • Phase 1: Empathise
  • Phase 2: Define
  • Phase 3: Ideate
  • Phase 4: Prototype
  • Phase 5: Test


Empathy provides the critical starting point for Design Thinking.

  • The first stage of the process is spent getting to know the user and understanding their wants, needs and objectives.
  • This means observing and engaging with people in order to understand them on a psychological and emotional level.
  • During this phase, the designer seeks to set aside their assumptions and gather real insights about the user.

You’ll gather all of your findings from the empathise phase and start to make sense of them:

  • what difficulties and barriers are your users coming up against?
  • What patterns do you observe?
  • What is the big user problem that your team needs to solve?

By the end of the define phase, you will have a clear problem statement.

  • The third phase in the Design Thinking process is where the creativity happens: the ideation stage is a judgement-free zone!
  • There are many different types of ideation technique: brainstorming, mindmapping ,bodystorming (roleplay scenarios) and provocation
  • Towards the end of the ideation phase, you’ll narrow it down to a few ideas with which to move forward.


  • The fourth step is all about experimentation and turning ideas into tangible products.
  • A prototype is basically a scaled-down version of the product which incorporates the potential solutions identified in the previous stages.
  • Throughout the prototype stage, the proposed solutions may be accepted, improved, redesigned or rejected depending on how they fare in prototype form.


  • After prototyping comes user testing, but this is rarely the end of the Design Thinking process.
  • The results of the testing phase will often lead you back to a previous step, providing the insights you need to redefine the original problem statement or to come up with new ideas you hadn’t thought of before.

Future Table

the self-cleaning table

design stages

1. The guide lines

  • First, we drew the guide lines for the top and the legs
  • All the lines should meet in two perspective points: one on the left and one on the right side of the paper

left perspective point

right perspective point

2. Accentuating the legs and the top

  • With a ruller, we accentuated the lines for the legs and for the top.

3. 3D dimensions

  • We started adding dimension: we accentuated the background table legs and the table top, and we added volume on the sides.

The Dirt Detector

  • It is placed on the ceiling
  • It is both a dirt detector and a kitchen lamp

4. Device drawing

It is an innovative device.

Placed on the ceiling, right above the table, it has a sensor which can detect the mess.

It also lights the kitchen.

Dirt Detector

This is a two in one gadget.

It can provide the room with white light by putting a light bulb in the middle of it.
There are also some secondary light bulbs on the corners that provide the room with UV light.
The UV light lights the table and you can see clearly the dirt on it.

The light bulb

The UV light

The Self Cleaner

It has 2 components:
  • a magnet that goes under the table
  • a sponge with wireless controls on the top

The magnet is placed under the table.

It helps the user to gather all metal things dropped accidentally on the floor.

The sponge is placed on the table.

It helps the user to clean the table after meals.

Self Cleaner

By pressing the button in the middle of this device, it can clean the whole table.

It also has a magnet under the table that can gather all the things on it that have metal in them.
The device is wireless and it works on batteries.

A middle button for switching on and off the device

The Voice Controler

  • It is an hourglass-shaped device
  • It has speakers inside of it
  • It can be activated only by your voice!

a clepsydra-shaped voice controler

Voice Control

It can be activated by saying: Hey, Alexa!...

This device can stream music, control gadgets (phones, tablets or laptops) or can answer questions by using the Internet and Google.
It can also make "to do lists": set alarms, stream podcasts, play audiobooks and provide weather, trafic, sports, or other real time information.

The Final Sketch

This is how the final sketch looks like in our vision!