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The Design Thinking Playbook : Mindful Digital Transformation of Teams, Products, Services, Businesses and Ecosystems. by Lewrick, Michael.; Link, Patrick.; Leifer, Larry.;
Intro -- The Design Thinking Playbook -- Content -- Foreword -- Introduction -- 1. Understand Design Thinking -- 1.1 What needs are addressed in the Playbook? -- 1.2 Why is process awareness key? -- 1.3 How to get a good problem statement -- 1.4 How to discover user needs -- 1.5 How to build empathy with the user -- 1.6 How to find the right focus -- 1.7 How to generate ideas -- 1.8 How to structure and select ideas -- 1.9 How to create a good prototype -- 1.10 How to test efficiently -- 2. Transform Organizations -- 2.1 How to design a creative space and environment -- 2.2 What are the benefits of interdisciplinary teams? -- 2.3 How to visualize ideas and stories -- 2.4 How to design a good story -- 2.5 How to trigger change as a facilitator -- 2.6 How to prepare the organization for a new mindset -- 2.7 Why strategic foresight becomes a key capability -- 3. Design the Future -- 3.1 Why systems thinking helps to understand complexity -- 3.2 How to apply lean business model thinking -- 3.3 Why business ecosystem design becomes the ultimate lever -- 3.4 How to bring it home -- 3.5 Why some design criteria will change in the digital paradigm -- 3.6 How to kick-start digital transformation -- 3.7 How artificial intelligence creates a personalized customer experience -- 3.8 How to combine design thinking and data analytics to spur agility -- Closing words -- What have we learned on the journey? -- Tschüss, Peter! Zàijiàn, Lilly! Bye-bye, Marc! Hello, Future! -- Presentation of the Experts -- Sources -- Index -- EULA.Description based on publisher supplied metadata and other sources.Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2019. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
Subjects: Electronic books.; Creative ability in technology..; Creative ability in business..; Creative thinking..; Industrial management-Technological innovations..; Technological innovations.;
On-line resources: CGCC online access.;
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The Design Thinking Toolbox : A Guide to Mastering the Most Popular and Valuable Innovation Methods. by Lewrick, Michael.; Link, Patrick.; Leifer, Larry.;
Intro -- The Design Thinking Toolbox -- Preface -- Contents -- The Toolbox in a nutshell -- The global survey -- Results of the survey -- What is design thinking? -- Design thinking? -- Who is Lilly? -- Quick start -- The Toolbox -- Warm-ups that fit the setting -- Popular warm-ups -- Clapping game -- Bingo -- Stop &amp -- go -- 30 circles -- Ninja -- Marshmallow challenge -- Phase: Understand -- Problem statement -- Design principles -- Interview for empathy -- Explorative interview -- Ask 5x why -- 5W+H questions -- Jobs to be done -- Extreme users/Lead users -- Stakeholder map -- Emotional response cards -- Phase: Observe -- Empathy map -- Persona/User profile -- Customer journey map -- AEIOU -- Analysis questions builder -- Peers observing peers -- Trend analysis -- Phase: Define point of view -- "How might we..." question -- Storytelling -- Context mapping -- Define success -- Vision cone -- Critical items diagram -- Phase: Ideate -- Brainstorming -- 2x2 Matrix -- Dot voting -- 6-3-5 Method -- Special brainstorming -- Analogies &amp -- benchmarking as inspiration -- NABC -- Blue ocean tool &amp -- buyer utility map -- Phase: Prototype -- Frequently used kinds of prototypes -- Focused experiments - Critical Experience Prototype (CEP) &amp -- Critical Function Prototype (CFP) -- Crazy experiments - Dark horse prototype -- Combined experiments - Funky prototype -- Imagining the future - Vision prototype -- Prototype with a first function - functional (system) prototype -- Solutions in detail - "X is finished" -- (Hopefully) at the finish - Final prototype -- Exploration map -- Prototype to test -- Service blueprint -- MVP = Minimum viable product -- Phase: Test -- Testing sheet -- Feedback capture grid -- Powerful questions in experience testing -- Solution interview -- Structured usability testing -- A/B Testing -- Phase: Reflect.I like, I wish, I wonder -- Retrospective "sailboat" -- Create a pitch -- Lean canvas -- Lessons learned -- Road map for implementation -- Problem to growth &amp -- scale innovation funnel -- Applications -- Universities: ME310 at Stanford University -- Companies: "Co-creation toolbox" by Siemens -- Intrapreneurship: "Kickbox" by Swisscom -- Transformation: "Digital transformation road map" -- Promotion of young talent: "Young innovators" -- Personal change: "Design thinking life" -- Closing words -- Authors &amp -- contributors -- Sources and index -- Workshop Planning Canvas -- EULA.Description based on publisher supplied metadata and other sources.
Subjects: Electronic books.; Problem solving.;
On-line resources: CGCC online access;
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