Course Code: dtbespoke
Duration: 14 hours
Overview:

Program Introduction:

Design thinking is a powerful process that facilitates the understanding and framing of problems, enables creative solutions, and may provide fresh perspectives on our physical and social landscapes. Design thinking can be applied across many disciplines to solve real-world problems and reconcile dilemmas. It is a tool that may trigger inspiration and the imagination, and lead to innovative ideas that are responsive to the needs and issues of stakeholders.

In this two day course, participants will explicitly understand and learn how to define design thinking and then explore various strategies to cultivate it, which may ultimately provide breakthrough ideas.

Course Outline:

What will participants learn?

  • What is design thinking and how does it differ from normal thinking
  • Know the need for design thinking
  • Understand the 5 step framework of design action plan
  • Learn about the anatomy of a design thinker
  • Learn about the different mindsets of design thinking
  • Know how to look at ideas and innovation from the customer’s point of view
  • Understand Personas and Empathy Map
  • Learn about Customer Journey Maps and see a practical case study

Program Contents

  1. What is Design Thinking?
    1. The need for design thinking
    2. Uniqueness of design thinking
    3. Checklist for design thinking
  2. Design Action Plan
    1. 5 Steps to a Design Action Plan
    2. Activities
  3. 5 Thinking Mindsets
    1. The anatomy of a design thinker
  4. Understanding User Needs
    1. Building empathy with users
    2. Asking the right questions
    3. Understanding Persona
  5. Stakeholder alignment
  6. The Value of communicating through drawing
  7. All about ideating
  8. Prototype Testing

Objectives:

  • To understand the fundamentals and nuances of DT
  • To explore key concepts, factors, theories, types, and models in DT
  • To experiment, experience and practice DT

Delivery:

  • lectures (40% - presentation of theories, concepts, models, and interactions),
  • group exercises (30% - group dynamics, games, group discussion, and mock-conflict resolution exercises),
  • individual activities (15% - writing, designing and peer discussion)
  • and others (15% - videos, reading).