Mobile first

Losing 80% of your screen space forces you to focus. You need to make sure that what stays on the screen is the most important set of features for your customers and your business. There simply isn’t room for any interface debris or content of questionable value. You need to know what matters most.

Luke Wroblewski: Mobile First

Build less

One of the common misconceptions in software development is that we’re trying to get more output faster. … But if you get the game right, you will realize that your job is not to build more – it’s to build less. Minimize output, and maximise outcome and impact.

Jeff Patton, User story mapping, p. xli

Disability = mismatch between abilities and the world around you

“As he began to see it, disability wasn’t a limitation of his, but rather a mismatch between his own abilities and the world around him. Disability was a design problem.”

“Disability is an engine of innovation simply because no matter what their limitations, humans have such a relentless drive to communicate that they’ll invent new ways to do so, in spite of everything.”

https://www.fastcodesign.com/3054927/the-big-idea/microsofts-inspiring-bet-on-a-radical-new-type-of-design-thinking

 

Create possibilities quickly with Ad-Libs

Ad-libs are a great way to quickly shape alternative directions for your value proposition. They force you to pinpoint how exactly you are going to create value. Prototyope three to five different directions by filling out the blanks in the Ad-lib below

Our _____________ [product/service]
help(s) _____________ [customer segment]
who want to _________________ [customer jobs to be done]
by _________________ [verb: pain reducers]
and ________________ [verb: gain creators].
(Unlike ___________ [competing value proposition])

Osterwalder et.al. 2014, p.82

10 Prototyping Principles

  1. Make it visual and tangible (Don’t regress into the land of blahblahbla)
  2. Embrace a beginner’s mind
  3. Don’t fall in love with first ideas— create alternatives
  4. Feel comfortable in a “liquid state”
  5. Start with low fidelity, iterate, and refine
  6. Expose your work early —seek criticism
  7. Learn faster by failing early, often and cheaply
  8. Use creativity techniques
  9. Create “Shrek models” (Shrek models are extreme or outrageous prototypes that you are unlikely to build. Use them to spark debate and learning
  10. Track learnings, insights, and progress

Osterfelder et.al. 2014, p 78-9

Service design models and service cycle

Service design models

Service Design models give you a lens on the wold of user experience and when you look *through* that lens, you see the world differently. We sometimes use the A-E-I-O-U model: Activities, Experience, Interactions, Objects and Users to help people “see” all the elements of the experience at play. We call it a “low barrier research method” because you can often shadow a process with minimal intrusion.

Observation template

Service cycle

When designing products, the temptation is to focus on flows…mainly because we are often designing for conversion…that is, we want people to “do” something. Usually that means buying something. But service design thinking borrows from experience design a very important model of engagement that is fundamentally different. Rather than a funnel, we have an experience cycle from Izac.

  • Entice (Attract)
  • Enter (Orient)
  • Experience (Use)
  • Exit (Retain)
  • Extend

Download

http://www.thedesigngym.com/design-thinking-for-services-service-design-blueprint-tools/