top of page

Design Thinking

dt1.jpg

What is Design Thinking?

In this lesson, I learnt more about the depth meaning of design thinking and the implementation of it on our daily lives. 

In the first section of the class, I learnt that design is not just about a good drawing nor the variety of techniques that one can used. It is also about having a problem and the ability for one to overcome it with design. 

The typical process of design :

​

​

 

Here are several steps for ones to create a design:

  • Empathize

  • Define Problem

  • Ideate

  • Prototype

  • Test

​

Insights are the foundation of strategy, Whereas design research is about deeply understanding context and generating empathy products, services, experiences and systems that respond to human needs.

Observation

Everything starts with observation. Qualitative research is defined as a research method that focuses on obtaining data through open-ended conversational communication. While doing observations, one will gain insights.

​

Method:

1. In-depth interviews that applies the why's

2. Case studies

3. Focus groups

4. Ethnographic Research

5. Process of Observations (AEIOU)

Screen Shot 2022-11-24 at 22.18.58.png

 Insights

Insight is an understanding of the motivation behind one's actions, thoughts, or behavior​

​

Persona

Persona is a fictional character, which you create based upon your research in order to represent the different user types that might use your service, product, site, or brand in a similar way.

​

User Persona Template application to the project:

Persona
Untitled_Artwork 64.jpg
Copy of pattern making and sewing for project.png

Understanding Information

-Insights lead you to problem statement

Synthesis in Design Thinking "involves creatively piecing the puzzle together to form whole ideas. organizing, interpreting, and making sense of the data we have gathered to create a problem statement."

- It is related to analyze the data and putting them on the categories 

Synthesis= a process of sense making, sharing stories and prioritizing, creating a coherent summary of what one has known so far. The goal of the synthesis is to consensus across the group, a clear journey of evidence for design. 

In order to collect all the data, remember the 5 why's!

- Gather all of the data by asking questions, start making the prototypes and be critical

​

An insight should be applicable with every people. It also needs to be supported with several research from different resources. It can be from surveys, interview, or observation. Find the reason behind it, some cause of the behavior. Identify it with why's.

​

Guide: 

Does the insight inspire you to start designing for the problem?
Do you have a story that you can use to explain your insight? Is your insight interesting, surprising, or new?
Does the insight have the potential to affect the design?
Is the insight relevant to the context of the design challenge?

 

When one is designing, he/she needs to bring focus to the needs of the user, the one who is one is designing for, establish a criteria for the success of the solution, and keeps every team included.

 

Application to the project: 

Finding: 

Teenage girls tend to throw away their clothes and buy another ones that reflect more to their identity to be worn for different occasion, increasing the after consumer textile waste.

​

Insight

Teenage girls tend to throw away their clothes and buy another ones because they need to wear another design of garment for different occasion to reflect their identity, and there are not a lot of fabric used that make them feel comfortable.

​

Problem statement: 

Teenage girls (user) might need a way to access a greater variety of clothing (need) that have greater value so that it does not require them to throw away after being worn at one occasion (insight) 

​

How might we....

How might we (the partnership, the community user, the designer), create a garment that allows teenager to have greater value in clothing that can be used for different occasion (the problem statement)? 

Define Point of view

Screen Shot 2022-11-24 at 23.13.27.png
Screen Shot 2022-11-24 at 23.17.25.png

Stakeholders

Screen Shot 2022-11-24 at 23.19.42.png
Screen Shot 2022-11-24 at 23.28.38.png
Screen Shot 2022-11-24 at 23.32.46.png

Designing for The Future

Vision cone​

Connects the current innovative developments with the future and the past

- Overall vision and divides it into feasible steps

Helps project a plausible, possible, preferred or bizarre future accurately

Screen Shot 2022-11-24 at 23.45.51.png

Class Activity: Watching Design Disruptors

Screen Shot 2022-11-25 at 00.13.59.png

Design Disruptors is a movie that we watched during classes that makes me understand the big differences between design and art. In art, one can be as crazy as they want, as it is an expression of a form. However, in design, one should always be making sense and the design object itself is expected to be a solution of a problem

Ideation

The rules we comply with in agood brainstorming session: 

- Strive for Quantity

- Push for Novelty

- Withhold Judgment

- Open to Diversity

- Make connections

- Playfulness

​

Brain Writing

Brainwriting is an idea generation technique where participants write down their ideas about a particular question for a few minutes without talking. Then, each person passes his or her ideas to the next person who uses them as a trigger for adding or refining their own idea

Screen Shot 2022-11-24 at 23.54.45.png
Screen Shot 2022-11-25 at 00.04.52.png
Screen Shot 2022-11-25 at 00.05.07.png

Brainwriting appliance in terms of designing garment for project: 

Untitled_Artwork 62.jpg
Untitled_Artwork 62_edited.jpg
Untitled_Artwork 62_edited_edited.png

While creating a design for the project, I ought to hold any judgment on each of the design that I drew and focus more on the quantity of it, rather than quality. I did approximately 50 ideation of sketches for convertible garment.

Fail Forward

To fail forward means to purposefully and deliberately use failure to find success. It's a conscious process that first requires us to give up the obsessive need to be perfect.

​

1. Storyboard

Storyboarding helps us to clearly convey how the story will flow and how your ideas fit into your user’s world. It also allows you to see potential problems in your design. Here's the storyboard that I made for this year's project: 

Untitled_Artwork 63.jpg

2. Prototyping and User Testing

A prototype is something the user can experience. It’s a simple, scaled down, cheap early version of the product. It can be a storyboard, paper cutout, cardboard, digital mockup, miniature model, a short skit where you act out an experience. Before actually sewing a garment, I always tried to cut the pattern on the paper to test how it drapes on the content of a body and also  to test the the convertible feature of the garment

Copy of Orange Red Gradient Self Care Workshop Webinar Keynote Presentation.png

WIP Showcase

IMG_8012.heic
21A93741-0049-42DB-9928-03344D1E9FD2.jpg
IMG_8020.heic
IMG_8833.jpg
IMG_8834.jpg
IMG_8835_edited.jpg
IMG_8836_edited.jpg

While having this showcase, we must have several questions for us to asked for the user. 

During the WIP session, I always remembered that the one that I'm testing is my product and not my user. That is why, during this period I really asked them on how they felt about my product, how I can improve better, what they see in my product. 

​

Along of this process, I observe my user's reaction, their expression and their gesture while listening to my presentation. Some of them are confused, some of them are impressed, and some of them are also curious more on the application of this project (the result). From this testing, I then understand that constructing convertible garment may not be 100% of solution for reducing textile waste. However, for the interest of my user, they are curious enough and wanted to buy and wore the garment as they approach to sustainability in fashion. 

bottom of page