A template to guide you through the design process and help you document your work during design and innovation workshops. By filling out the tool at the end of every design phase you will end up with a cohesive presentation that is ready to share with peers/colleagues.
One way to learn about a new domain is to go out into the field to look for inspiration. Inspiration can be found through obser- vations and interviews with people in their everyday context. Everything we learn through user research will be inspired by real world situations, obser- vations and conversations.
The concept phase begins by generating many rapid ideas through an organised creativity session such as brainstorming. The initial aim is to come up with as many ideas as possible so that there is a broad range of possibilities to start from. The ideas are narrowed down into a few concepts by discussing and evaluating their relevance to the challenge and context.
The scenario is story that illustrates a product or service concept: how people would use it; the context; and the action or goals involved in the activity. The scenario is typically a hypothetical view of an overall concept that is used to facilitate discussion and a common understanding around the idea.
Prototypes act as an iterative simulation or walk-through of
a concept. Depending on the context and intended audience, a prototype may be a paper mock-up, a sketched scenario,
a video or perhaps a product model. The aim is to test the feasibility of the concept, the relationship with its context, the user/customer experience and the overall impact of a product or service in a economical and quick way.
An important element to concept generation is understanding, on a strategic level, how an idea might be implemented. A con- cept blueprint is one way to provide a clear roadmap for the delivery of a concept, by outlining critical areas to be defined and revealing potential areas of overlap.
Which context do you want to work in? Who are your users? Around what topic? Using what technology? To set a research objective it is helpful to answer one or more of those questions.
A profile of the people interviewed during the research. Describe their social context and recount inspiring stories they shared that are relevant for the objective.
Record interesting and relevant quotes from the people interviewed. What can you deduce and abstract from their thoughts that is relevant for your challenge?
What area of opportunity do you want to focus on in the brainstorming session? Your question should be inspired by the user research and be paired with a constraint to focus your brainstorming. Begin your question with "How might we...?"
A selection of the most relevant ideas from the brainstorming session. One criteria for selection is to choose a challenge and context.
The ideas selected from the brainstorm should be clarified or merged together to develop one cohesive concept for prototyping.
To describe and develop the idea you want to prototype, it is useful to narrate it as a story: Who is the main character? How does he or she become aware of the product/service?
How does he use it? And, in what context?
Prototyping an idea enables clearer communication among the people you are designing with and the people you are designing for. The prototype is a way for you to gauge sincere reactions, gain deeper
knowledge about your assumptions and to reflect before developing the idea further. A prototype can also encourage co-creation between you and the interviewee, allowing them to better verbalise their needs.
Express your idea quickly and clearly in a few lines.
Communicate your idea visually through sketches, pictures or a video.
Write about the value(s) that your idea has for potential users and for any stakeholders involved.
Think about what it would take to make your idea become real, which stake- holders would you involve? Which challenges you would have to overcome?
The process tools are ten different tools that are used through the different steps of the people-centred design process; and three posters describing the goals of some of the design process phases. Print them out and use them for your own projects!
A journal to take notes, register thoughts and inspiration while doing research in the field.

- Print it in A5 and bind it with a spiral, one for each researcher.
A template to help synthesise your findings from the field research, organise and discuss them with your team.

- Print it in A4, 20 for each team.
A template to help you propose and discuss different research objectives before going in the field, in a team.

- Print it in A4, 20 for each team.
A template to propose and discuss different innovation challenges with
your team.

- Print it in A4, 20 for each team.
A template to sketch ideas during a brainstorming session.

- Print it in A4, 10 per person, per innovation challenge.
A template to fill out to understand how your concept will work, step by step.

- Print it in A2, one for each team, you'll need post-its to fill it out.
PAPER POSTERS To be placed on the wall to remind you why you're doing what you're doing. - Print it in A3.
BLUEPRINT A concept blueprint outlines and specifies each individual component of a concept in detail - in logical sequence across time and in context. It is typically a visual working document that is adapted throughout a design project as new insights are discovered. It provides a clear roadmap for delivery of a concept, outlines all critical areas to be defined, and reveals potential areas of overlap.
BRAINSTORM A brainstorm is a creativity session where people generate as many ideas as possible. The tone of this session is open and accepting. No ideas are dismissed during a brainstorming session, as the focus is on quantity and imagination in order to generate a broad range of possibilities. Brainstorming helps to promote a culture of building on the ideas of others and it holds a great value as ideas are generated from multiple perspectives and levels of expertise.
CONCEPT A concept is a developed idea that could potentially become a product or a service in the near or distant future.
ELEVATOR PITCH An elevator pitch is a quick and punchy explanation that clearly describes your idea.
EXPERIENCE PROTOTYPE A prototype is a low fidelity version of your idea, it could be a sketch, an object built with paper or cardboard, a graphic on a screen or a video. The purpose of an experience prototype is to enable people to feel, understand and evaluate the experience of using a new object or a service.
INNOVATION CHALLENGE This is a question inspired by the areas of opportunity detected through the user research. The question is phrased as "How Might We..." and paired with a constraint, to inspire the brainstorm session.

HIGH AND LOW FIDELITY These are terms used when negotiating what kind of prototype to build. A high fidelity prototype can seem close to an almost finished product. A low fidelity prototype is a work in progress - just enough prototyping in order to communicate the idea. A low fidelity prototype can sometimes be easier for an interviewee to comment openly on, as a nearly final product sometimes feels too complete to evaluate.
INSIGHT An insight is a conclusion that has been derived from the observations and the interviews done in the field. An insight is not simply an answer to one question, but a conclusion drawn from multiple perspectives.
QUOTE A quote is a relevant word-for-word statement that the user has shared during an interview. It consists of one or two sentences selected from a conversation that are particularly relevant for the research objective.
RAPID, ITERATIVE PROTOTYPING Prototyping can be done at different levels of fidelity (see 'high fidelity and low fidelity' above), from paper sketches to polished video and fully working software. It is typically better to start simply with paper sketches, and then rapidly iterate the idea, increasing the fidelity of the prototype with each step.
SCENARIO The scenario of a concept tells the story of the users, the context in which the concept takes place and the action or goals involved in the activity. The scenario is often a hypothetical view of an overall concept that is used to facilitate discussion and a common understanding around the idea.
TOUCHPOINT A touchpoint is the interface between the customer and a service, before, during and after a transaction or interaction with that service.


Get in contact with us if you have any questions or longer thoughts to share. info@ciid.dk
People are at the centre of CIID's innovation process: We design for them, and with them. We co-create new ideas for products and services that better answer market needs. Innovation is crucial to business and people are crucial to innovation.

There are many different ways of approaching innovation. Among them, two have been successfully applied: market pull innovation and technology push innovation. Market pull innovation happens when a company reacts to an emerging market demand. Technology push innovation happens when a company uses technology to open up new possibilities for products and services, thus generating a new demand in the market.

This course aims to provoke a third approach to innovation: a people-centred approach, where innovation is inspired and co-created with the people who will eventually use the new products or services. This way of looking at innovation can reduce the risk of failure in the market place, by increasing customer satisfaction.
CIID provides solutions for clients from all industries. By putting people at the centre of design process, we enable clients to create meaningful relationships between their organisation, their target market and their products and services.

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