Unit II Understand - Observe and Define The Problem
Unit II Understand - Observe and Define The Problem
Search Field helps to find more efficient and effective ideas. There are 3 types of search fields
called 3 different variants
1.Which Technological developments are relevant for the company? Which interesting
applications could result from this?
2.Which technological challenges will have to be solved in the future?
3.Competance -oriented search field determination
The focus here is on your own core competencies addressing the following questions
1.For which products and services could once’s own competences, abilities or resources
be of use?
2.In which market and technology areas are competences important?
How to do it?
The determination of the search field is a process whose steps can be iterated as often as desired.
1. Survey: Collect data on the topic and on employees' views.
For this purpose you can conduct interviews, role plays or other exercises.
2. Transformation: Add new perspectives to the data gained.
Use mindmapping, fantasy travel and other creative techniques.
3. Processing: Consider questions that could not be sufficiently clarified and create
materials based on the previous results. In this way the participants reflect on the topic
and sharpen their awareness.
When do you need it?
The search field determination makes sense especially at the beginning of a design thinking
project, when the team members are neither familiar with the topic of the problem nor involved
with the stakeholders. The determination of the search field is the first step on the way to
sustainable innovations.
Resources
• Project team and employees of the company
• Paper, pens, interview sheets
• Further materials needed for the chosen creative methods
Advantages
This method is suitable for initiating a paradigm shift in the company in order to generate
innovative solutions. It enables new approaches by looking at the problem from different
perspectives and building a new understanding of the context.
Disadvantages
The process duration can vary greatly depending on the use case. In addition, a pleasant
atmosphere with motivated people is essential for the success of this method.
Problem statements are used in the Design Thinking process to help you stay focused and make
good decisions. A problem statement is a short description of a specific problem that needs to
be solved. It’s used to help teams understand the problem so they can work towards solving it.
2
Course Code/Title: CB2601/DESIGN THINKING Unit: II
A problem statement tells you who has the problem, what the problem is, when it happens,
where it happens, and most importantly, why the problem is happening.
3
Course Code/Title: CB2601/DESIGN THINKING Unit: II
• Here examples of well-written problem statements that inspire ideas and give clues on
how you could get started solving the problem: People who travel by train aren’t made
aware of disruptions impacting their route when they view departure and arrival times.
This makes disruptions unavoidable and leads to frustrating journeys and missed
appointments.
• Here are 5 examples of poorly written problem statements that don’t inspire ideas in
the right way or make it unclear where to start: People find it challenging to complete
important tasks on our app. People need to see all of the data in one view.
4
Course Code/Title: CB2601/DESIGN THINKING Unit: II
Design thinking is an extension of innovation that allows you to design solutions for end users
with a single problem statement in mind. It not only imparts valuable skills but can help
advance your career. It’s also a collaborative endeavor that can only be mastered through
practice with peers. In Design Thinking, the "Understanding of the Problem" phase is
crucial as it sets the foundation for effective problem-solving. This phase is often referred to as
the Empathize and Define stages of the Design Thinking process.
unknown Unknowns
What do we know that we don't know we don't actually know? Which means we're not even
aware that we don't know. The unknown Unknown area is, so to speak, the blind spot of our
knowledge and awareness, which we only get out through the exploratory discovery. This is
where Design Thinking begins.
➢ After clarifying the problem, it is helpful to reflect again on what we know or don't
know about the problem.
->The following matrix with the so-called blind spot of knowledge.
Problem analysis in Design Thinking involves breaking down a challenge to understand its
root causes, stakeholders, and user needs. This step ensures that the team works on the right
problem before moving into ideation and solution development.
Why is Problem Analysis Important?
✔ Ensures teams solve the right problem rather than just symptoms.
✔ Reduces wasted time and resources on ineffective solutions.
✔ Leads to user-centric, innovative, and impactful solutions.
6
Course Code/Title: CB2601/DESIGN THINKING Unit: II
There are many factors that need to be considered in order to analyse a selected problem.
In order to identify trends and developments scouting is helpful in
design thinking. Scouting is the detailed search for a specific selected subject area it is project
related with a small but clear information.
1. PESTEL analysis
The PESTEL method represents an analytical grid for recording external influencing
factors. It differentiates the factors into Political, Economic, Social, Technological,
Legal and Environmental
A PESTEL analysis studies the key external factors (Political, Economic, Social,
Technological, Legal and Environmental) that influence an organisation. It can be
used in a range of different scenarios, and can guide people professionals and senior
managers in strategic decision-making.
7
Course Code/Title: CB2601/DESIGN THINKING Unit: II
8
Course Code/Title: CB2601/DESIGN THINKING Unit: II
The Delphi method is an established survey method that uses consensus among
expert opinions to support decision-making mostly regarding the future. The
method is suitable for situations in which direct data collection is not possible.
Delphi method is a multilevel, highly structured expert survey on estimation or
expression of opinion on future developments and use it to generate ideas. There are
1. No one sided expert opinion
2. Mutual stimulation by the ideas of other experts
3. No personal mutual influence
4. Promotes consensus building among experts
5. Can be used to generate ideas if necessary
HOW DO IT:
Step-1:Problem Description Each expert is asked by a moderator to explain the question,
the topic or a catalogue of these orally by telephone or in
writing and to comment on them in detail
Step-2: Evaluation by the Each expert fills out the form separately .Only
experts questions related to understanding of the topic are possible.
9
Course Code/Title: CB2601/DESIGN THINKING Unit: II
• Ishikawa Diagram
• Root Conflict Anaysis(RCA+)
• 9-Field Thinking
Ishikawa Diagram
Disadvantage
10
Course Code/Title: CB2601/DESIGN THINKING Unit: II
Step -1: Problem Description: In this step the harmful, adverse, undesirable or insufficient
effect id describes. The description is kept in short form.
Step -2: Analyse the cause: It answers the question “What causes this effect “ The cause
for this harmful effect is briefly described.
Step -3: Summarize the causes: When combining causes AND and OR relationship can be
used in cause analysis . AND – Several causes work together and OR- Different causes are
independent of each other.
STEP- 4: Evaluation of cause: The cause effect can be positive (+) or negative (-)
both positive and negative (+ -) or non changeable (--)
Step -5: Identify and summarize deeper cause: Steps 2-4 are performed level by level
to find deeper causes.
9-FIELD THINKING
The 9-field helps us to understand possible causes and effects. 9 fields are Super System,
System, Sub System, Development, Prevention, Situation, Problem, Trend, Changes.
11
Course Code/Title: CB2601/DESIGN THINKING Unit: II
Reformulating the problem is a critical step in Design Thinking, ensuring that the team is
addressing the right challenge from a user-centered perspective. This process occurs in the
Define phase and involves reframing the problem statement in a way that leads to innovative
and impactful solutions.
12
Course Code/Title: CB2601/DESIGN THINKING Unit: II
“Observation is the key to understanding the user, and understanding the user is the key
to designing effective solutions”. Observation in design thinking is the process of
watching and studying people in their natural environments to gain insights and empathy
about their behaviours, needs, and pain points. It involves taking note of their actions,
interactions, environment, objects, and characteristics to inform the design of user-centered
13
Course Code/Title: CB2601/DESIGN THINKING Unit: II
solutions. Observation is a crucial step in the design thinking process, as it allows designers
to empathize with their users and gain a more nuanced understanding of their experiences.
14
Course Code/Title: CB2601/DESIGN THINKING Unit: II
15
Course Code/Title: CB2601/DESIGN THINKING Unit: II
POEMS scheme addresses gestures, facial expressions, and movements combine observation
with 5 human factors People, Objects, Environments, Messages and service.
16
Course Code/Title: CB2601/DESIGN THINKING Unit: II
• Drives Innovation – Uncovers latent needs users may not be able to articulate.
• Enhances User Experience – Leads to intuitive, accessible, and meaningful solutions.
• Builds Emotional Connection – Fosters brand loyalty by making users feel understood.
17
Course Code/Title: CB2601/DESIGN THINKING Unit: II
4. Capturing Insights
• Document observations, quotes, and emotional reactions.
• Use empathy maps, journey maps, and personas to structure findings.
5. Translating Insights into Design
• Convert observations into design opportunities.
• Create prototypes that reflect real user needs, not assumptions.
1. Artifact Analysis
The emphasis of artifact analysis is on the object (physical object and things) itself. The
components of an artifact analysis are the:
A. Material analysis which queries physical characteristic such as material composition,
durability, etc.,
B. Aesthetic analysis includes a looks visual assessment as well as questions emotional
meaning. Questions like: How valuable is this the thing? Could this trend?
C. Interactive analysis which addresses the functional/ operational use: Questions like:
Could this object be customized by its owner? What else could this object be used for?
3) Empathy Map
An empathy map is a tool that helps you discover how your target audience thinks, feels, and
behaves so you can better understand their wants and needs. The map typically includes four
quadrants: think and feel, say and do, see, and hear. The pains and gains will serve as a guide,
while the remaining four elements help you explore a customer’s life from their point of view.
4) Cognitive walkthrough
18
Course Code/Title: CB2601/DESIGN THINKING Unit: II
5) Heuristic Evaluation
Heuristic evaluation is a thorough assessment of a product’s user interface, and its purpose is
to detect usability issues that may occur when users interact with a product and identify ways
to resolve them. Is it eye-catching? Do the colors complement each other?
Jacob Nielsen model of heuristic evaluation
• Visibility of System Status
• Match between system and the real world
• User control and freedom
• Consistency and standard
• Error prevention
• Recognition rather than recall
• Flexibility and efficiency of use
19
Course Code/Title: CB2601/DESIGN THINKING Unit: II
7) Customer journey
A customer journey map is a visual representation of a customer's experience with a company’s
service or product usage. Of particular importance here are the contact points – the so-called
"touchpoints" – which represent places/opportunities/moments where people come into
contact with the product. Touchpoints can be controlled by the company, e.g. advertisements,
TV, etc.,
8) Service Blueprinting
A service blueprint is a diagram that visualizes therelationships between different service
components —people, props (physical or digital evidence), and processes — that are directly
tied to touchpoints in a specific customer journey.
9) Mystery Shopping
Mystery shopping is an observational research methodology that ensures brands
consistently deliver on the promises they make to customers.
A Point Of view (POV) is a meaningful and actionable problem statement, which will allow
you to ideate in a goal-oriented manner. Your POV captures your design vision by defining the
RIGHT challenge to address in the ideation sessions. A POV involves reframing a design
challenge into an actionable problem statement. You articulate a POV by combining these three
elements – user, need, and insight.
20
Course Code/Title: CB2601/DESIGN THINKING Unit: II
1. User, Needs, Insights Define the type of person you are designing for – your user. For
example, you could define the user by developing one or more personas, by using affinity
diagrams, empathy maps, personas and other methods, which help you to understand and
crystallise your research results – observations, interviews, fieldwork, etc.
2. POV Template Write your definitions into a Point Of View template like this one:
3. POV Madlib You can articulate a POV by combining these three elements – user, need, and
insight – as an actionable problem statement that will drive the rest of your design work. It’s
surprisingly easy when you insert your findings in the POV Madlib below. You can articulate
your POV by inserting your information about your user, the needs and your insights in the
following sentence: [User . . . (descriptive)] needs [Need . . . (verb)] because [Insight . . .
(compelling)]
Example: An adult person who lives in the city… needs access to a shared car 1-4 times for
10-60 minutes per week … because he would rather share a car with more people as this is
cheaper, more environmental friendly, however it should still be easy for more people to share.
4.Make Sure That Your Point Of View is One That: Provides a narrow focus. Frames the
problem as a problem statement. Inspires your team. Guides your innovation efforts. Informs
criteria for evaluating competing ideas. Attention and captures people’s attention. Is valid,
insightful, actionable, unique, narrow, meaningful, and exciting.
In Design Thinking, characterizing the target group (or user group) is a crucial step in the
Empathize phase. This involves deeply understanding the users’ needs, behaviors,
motivations, and pain points to create user-centered solutions.
Key Aspects of Target Group Characterization
21
Course Code/Title: CB2601/DESIGN THINKING Unit: II
1. Demographics
o Age, gender, occupation, education level
o Socioeconomic background
o Geographic location
2. Psychographics
o Values, beliefs, and attitudes
o Interests and lifestyle choices
o Emotional triggers and motivations
3. Behavioral Aspects
o How they interact with products or services
o Their daily routines and habits
o Pain points and frustrations with existing solutions
4. Needs and Goals
o Functional and emotional needs
o Aspirations and desired outcomes
o Barriers preventing them from achieving their goals
5. User Personas (A Tool for Characterization)
o Fictional but research-based profiles representing the target group
o Includes name, background, goals, challenges, and behaviors
o Helps designers empathize with users throughout the design process
6. Empathy Mapping
o Divides user insights into what they say, think, feel, and do
o Helps identify unspoken needs and pain points
7. User Journey Mapping
o Visual representation of a user’s experience with a product/service
o Highlights key touchpoints, emotions, and potential friction points
1. Collection of data. In the first step, you collect as much information and knowledge about
your users as possible. Data can come from many different sources,even from pre-existing
knowledge in the organisation. A good starting point is user research to gather insight into your
users.
2. Hypothesis. Based on the data collected in the first step, you create a general draft of the
various kind of users, including in which ways users differ from one another.
3. Description of scenarios. You create scenarios that describe solutions; possible situations
that could trigger the use of the product are described. Scenarios will be used to better imagine
user interaction with the product. The story about how the
character will use the product is the personas’ ultimate objective.
22
Course Code/Title: CB2601/DESIGN THINKING Unit: II
5. Selection of 3-6 personas. The ideal number of personas is limited (too many and you’ll
start to lose track of who’s who). At this stage, choose 3-6 descriptions that
are the most representative of your typical users. Selecting a limited number of personas allows
you to be more focused during the design of the product.
6. Dissemination of personas. It is important that personas defined during the process are
shared with the whole project team to provide a shared understanding of your users / customers.
In Design Thinking, customer needs are at the core of the design process. These needs
represent the challenges, desires, and expectations that customers have when interacting with
a product, service, or system. By identifying and addressing these needs, designers can create
solutions that are user-centered, innovative, and impactful. The main needs for customers
are:
• Leads to human-centered innovations
• Helps solve real problems effectively
• Improves user satisfaction and engagement
• Encourages continuous iteration and improvement
23
Course Code/Title: CB2601/DESIGN THINKING Unit: II
Example: Before the invention of smartphones, people didn’t realize they needed a single
device for calls, messaging, music, and internet browsing.
24