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trends and showing it to users using

visualization tools.
Module 4: On Focus: Target Areas of
Implementation It helps in making mid to upper-level
management coming up with a strategic
Enterprise Systems
business decision.
 These are systems that are used to aid
Business Process Management System
businesses in business operations/processes
execute smoothly and successfully to  A BPM application is a tool that allows
achieve the businesses’ goals. organizations to manage, automate, and
 Enterprise systems can be a transaction optimize their recurring business processes.
processing system, management information  Business process management applications
system, decision support system and the like a generally consist of a customizable digital
suite called Enterprise Resource Planning form to collect information for the process
(ERP) System and an automated workflow of tasks to
 process the information.
Types of Enterprise Systems 
 Business Intelligence (BI)
Customer Relationship Management System
 Business Process Management (BPM)
 Content Management System (CMS)  CRM is an application that lets businesses
 Customer Relationship Management (CRM) provide continuous healthy relationship to
 DataBase Management System (DBMS) its customers by consistently providing
 Enterprise Resource Planning (ERP) high quality of customer services like
 Enterprise Asset Management (EAM) customer support, customer interactions,
 Human Resource Management (HRM) marketing and the like.
 Knowledge Management (KM)
 Low-code Development Platforms (LCDP) Enterprise Resource Planning System
 Product Data Management (PDM)  Enterprise Resource Planning system is a
 Product Information Management (PIM) cross-functional information system that
provides organization-wide coordination
 Product Lifecycle Management (PLM)
and integration of the key business
 Supply Chain Management (SCM)
processes and helps in planning the
 Software Configuration Management (SCM)
resources of an organization. [2]
 Networking and Information Security
 Intrusion Detection Prevention (IDS)
 Software Defined Networking (SDN)
 Security Information Event Management Human Resource Management System
(SIEM)  A system for human resource processes
such as job hiring, employee records
Business Intelligence System management, attendance checking,
 Business Intelligence System helps users with employee performance and promotion
statistical analysis of data by analyzing data monitoring, .and payroll.
from users, processing it into patterns or
Supply Chain Management System Strategy
 Supply Chain Management is
Involves careful planning, resource
management of the flow of goods, data,
management, and decision making and the
and finances related to a product or
level of minutia the player must maintain.
service, from the procurement of raw
materials to the delivery of the product at Simulation
its final destination.
It emulate real or fictional reality, to
Note: In planning, designing, developing and simulate a real situation or event.
implementing enterprise systems, it is
Board/Card Based Games
important to identify the business
processes and the business goals Usually a digital version of a real-world
game. These games use boards or cards.
Computer Game System
Idle Games
 It is an emotional artefact used through a
series of structured interactions These are simplified games that involve
o Common Game Genre minimal player involvement, such as
clicking on an icon over and over. These
Adventure
keep players engaged by rewarding those
Story-driven and have one or more central who complete simple objectives.
characters.
Sports Games
Action
It simulate sports like golf, football,
Games that test players’ dexterity, reaction basketball, baseball, soccer, skiing, darts and
time and quick-wittedness under pressure pool.
Word Games Vehicles
A subgenre of Puzzle/Guessing Games but These games revolve around the operation
focuses mainly on utilizing words as the of a vehicle on land, in water, in air, or in
main ingredient of the challenge. space.

Puzzle/Guessing Game Network Design Solution


Games that involve logic, problem solving,  A solution which is a design of network to
pattern matching, or all of the above. provide consistent, high speed
connectivity between devices.
Role Playing Games
 It is achieved by careful planning,
Similar to adventure games, but are thorough research, effective construction,
normally defined more by the growth of the consistent monitoring and responsive
main character throughout the course of the maintenance.
game’s story
Example of Network Design Solutions
 Structured Cabling Systems Module 5: Design Thinking
It is the site analysis, cable management Definition:
design, data and voice cable installations,
 Design Thinking is an iterative
and vendor-specific cable configurations
process in which we seek to
 Remote Network Monitoring understand the user, challenge
Used to monitor the network of an assumptions, and redefine problems
organization from a separate secure in an attempt to identify alternative
network monitoring facility. strategies and solutions that might
not be instantly apparent with our
 Home & Office Network initial level of understanding.
A network solution for small scale group
of devices in which high-end network  Design Thinking provides a solution-
companies are tapped to provide an based approach to solving problems.
efficient network.
Fundamental Principles
 Enterprise Network  Design Thinking starts with
A network solution provided to strengthen empathy, a deep human focus, in
the business and IT processes. order to gain insights which may
reveal new and unexplored ways
of seeing, and courses of action
Summary to follow in bringing about
preferred situations for business
Enterprise Systems are systems that are used
and society.
to aid businesses in business
 It involves reframing the
operations/processes execute smoothly and
perceived problem or challenge
successfully to achieve the businesses’
at hand, and gaining
goals.
perspectives, which allow a more
Computer Game Systems are emotional holistic look at the path towards
artefact used through a series of structured these preferred situations.
interactions.  It encourages collaborative,
multidisciplinary teamwork to
Network Design Solution is a solution which
leverage the skills, personalities
is a design of network to provide consistent,
and thinking styles of many in
high speed connectivity between devices.
order to solve multifaceted
problems.
 It initially employs divergent
styles of thinking to explore as
many possibilities, deferring
judgment and creating an open
ideations space to allow for the
maximum number of ideas and assumptions about the world
points of view to surface. in order to gain insight into
 It later employs convergent styles users and their needs.
of thinking to isolate potential
solution streams, combining and 2. Define the problem
refining insights and more  It helps the designers in your
mature ideas, which pave a path team gather great ideas to
forward. establish features, functions,
 It engages in early exploration of and any other elements that
selected ideas, rapidly modelling will allow them to solve the
potential solutions to encourage problems or, at the very least,
learning while doing, and allow allow users to resolve issues
for gaining additional insight into themselves with the
the viability of solutions before minimum of difficulty.
too much time or money has 3. Ideate
been spent  The identification of new
 Tests the prototypes which solutions to the problem
survive the processes further to statement you’ve created, and
remove any potential issues. you can start to look for
 Iterates through the various alternative ways of viewing
stages, revisiting empathetic the problem.
frames of mind and then
redefining the challenge as new 4. Prototype
knowledge and insight is gained  A number of inexpensive,
along the way. scaled down versions of the
 It starts off chaotic and cloudy product or specific features
steamrolling towards points of found within the product are
clarity until a desirable, feasible produced in this stage, so
and viable solution emerges. they can investigate the
problem solutions generated
Stages of Design Thinking in the previous stage.

5. Test
 Here is where developers or
evaluators test the complete
product using the best
solutions identified during
1. Empathize the prototyping phase.
 A stage to gain an empathic  This is an iterative process
understanding of the problem
you are trying to solve.
 It allows design thinkers to
set aside their own
Summary: Empathizing Methods
 Design Thinking is an iterative 1. Assuming a Beginner’s Mindset
process in which we seek to
understand the user, challenge -Designer’s should do their best to leave
assumptions, and redefine problems their own assumptions and experiences
in an attempt to identify alternative behind when making observations of the
strategies and solutions that might users.
not be instantly apparent with our  Never judge what you observe
initial level of understanding.  Question everything – even if you
 There are underlying fundamental may say you know the answer
principles in Design Thinking that  Really listen what the others (users
supports its 5 stages. and co-designer) are saying.
 The 5 stages of Design Thinking are
Empathy, Define, Ideate, Prototype 2. Ask What? How? Why?
and Test.  By asking the three questions —
What? How? Why? — designers can
move from concrete observations
MODULE 6: EMPATHIZE with the Users that are free from assumptions to
Empathize more abstract motivations driving the
actions they have observed.
 A stage to gain an empathic What How Why
understanding of the problem you
are trying to solve. Record the Analyze Make
 It allows design thinkers to set aside details how the educated
their own assumptions about the person is guesses
world in order to gain insight into doing what regarding
users and their needs he/she is the
doing. person’s
 The process which involves
motivations
developing a sense of empathy and
towards the people you are designing emotions.
for, to gain insights into what they
need, what they want, how they
behave, feel, and think, and why they 3. Photo and User-based Video Studies
demonstrate such behaviors,  This is used to uncover needs that
feelings, and thoughts when the users did not realize they needed.
interacting with products in a real-
 It can help guide your innovation
world setting.
efforts, identify the right end users to
design for, and discover emotions
that guide behaviors.
 Users are photographed or filmed
either: (a) in a natural setting; or (b)
during sessions with the design team
or consultants users hired to gather  The extreme user refers to a user that
information. utilizes the current system’s
functions to the maximum level, like
4. Personal and Video Photos Journals
a user that shops on an online app for
 The users are asked by the designers 24/7 for a volume of different items
to make logs of their day-to-day and do all modes of payments.
activities especially with the ones  Identify first extreme users, engage
when or where they encounter the with this group to establish their
problem. feelings, thoughts and behaviors, and
 It is used to have personal then look at the needs you might find
experiences and user stories without in all users.
the interruption or presence of the
7. Analogous Empathy
designer.
 The use of analogy in developing
5. Interview
new insights.
 Mostly structured method of  Analogies are used to compare two
gathering information from users or more scenarios which helps the
where set of questions are prepared designers open up their eyes and
to understand the needs, hopes, deepen their understanding.
desires, and goals.

 The questions can be Open-Ended


 Methods that can be done:
Questions or Closed Questions.
o comparing your problem and
another in a different field
Open-Ended Closed o creating an 'inspiration board'
with notes and pictures
Well-suited for Used when all of the o focusing on similar aspects
getting opinions answers can be between multiple areas
listed as choices
8. Sharing Inspiring Stories
e.g. How exactly are e.g. Is it hard for
you able to find your to find items in  Design team members will be
items in your house? your house? sharing their research, , from field
studies, interviews, etc., to speed on
progress, draw meaning from the
6. Engaging with Extreme Users stories, and capture interesting
details of the observation work.
 By focusing on the extremes, you
will find that the problems, needs 9. Body Storming
and methods of solving problems
 Bodystorming is the act of physically
become magnified.
experiencing a situation in order to
immerse oneself fully in the users’ Step 1: Fill out the Empathy Map
environment.
 Lay the four quadrants out on a table,
 This requires a considerable amount
draw them on paper or on a
of planning and effort, as the
whiteboard.
environment must be filled with the
 Review your notes, pictures, audio,
artifacts present in the real-world
and video from your
environment, and the general
research/fieldwork and fill out each
atmosphere/feel must accurately
of the four quadrants while defining
depict the users’ setting.
and synthesizing:
 It puts the team in the users’ shoes,
thereby boosting the feelings of
o What did the user SAY? Write
empathy we need as designers in
down significant quotes and key
order to come up with the most
words that the user said.
fitting solutions.
o What did the user DO? Describe
which actions and behaviors you
noticed or insert pictures or
Empathy Map
drawing.
 It allows you to sum up your o What did the user THINK? Dig
learning from engagements with deeper. What do you think that
people in the field of design your user might be thinking?
research. What are their motivations, their
 The map provides four major areas goals, their needs, their desires?
in which to focus our attention on, What does this tell you about his
thus providing an overview of a or her beliefs?
person’s experience. o How did the user FEEL? What
 An Empathy Map consists of four emotions might your user be
quadrants. The four quadrants reflect feeling? Take subtle cues like
four key traits, which the user body language and their choice
demonstrated/possessed of words and tone of voice into
account.

Empathy Map: Best Practice Step 2: Synthesize NEEDS

Step 1: Fill out the Empathy Map  Synthesize the user’s needs based
on your Empathy Map. This will
Step 2: Synthesize NEEDS help you to define your design
Step3. Synthesize INSIGHTS challenge.
 Needs are verbs, i.e. activities
and desires. Needs are not nouns,
which will instead lead you to
define solutions.
 Identify needs directly from the
user traits you noted. Identify
needs based on contradictions strange, tense, or surprising
between two traits, such as a behaviour.
disconnection between what a  Write down your insights.
user says and what the user does.
 Use the American psychologist
Abraham Maslow’s Hierarchy of Empathy Map: Steps
Needs to help you understand
and define which underlying Step 1: Define the scope and purpose
needs your user has. Step 2: Conduct relevant research
 Consult all five layers in
Maslow’s Pyramid to help you Step 3: Fill out your empathy map
define which needs your user is Step 4: Analyze the quadrant data
primarily focused on fulfilling.
Start reflecting on how your Step 5: Identify your users’ needs
product or service can help fulfill
some of those needs.
 Write down your user’s needs. Summary
 Empathize is the process which
involves developing a sense of
empathy towards the people you are
designing for, to gain insights into
what they need, what they want, how
they behave, feel, and think, and why
they demonstrate such behaviors,
feelings, and thoughts when
interacting with products in a real-
world setting.

Step3. Synthesize INSIGHTS


 The Empathizing Methods that you
 An “Insight” is your remarkable can use are Assuming a Beginner’s
realization that can help you to solve Mindset, Ask What? How? Why?,
the current design challenge you’re Personal Photos and Video Journals,
facing. Photo and Video User-based Studies,
 Look to synthesise major insights, Interview, Engaging with Extreme
especially from contradictions Users, Analogous Empathy, Sharing
between two user attributes. It can be Inspiring Stories, Body Storming.
found within one quadrant or in two
different quadrants. You can also  Empathy Map allows you to sum up
synthesise insights by asking your learning from engagements
yourself: “Why?” when you notice
with people in the field of design  Synthesis happens when you
research. interpret the organized data from
empathizing with your users.

MODULE 7: DEFINE the Problem and


Interpret the Results MODULE 8: IDEATION

Define the Problem Stages of Design Thinking: Overview


 It helps the designers in your team  Empathize
gather great ideas to establish  Define
features, functions, and any other  Ideate
elements that will allow them to  Prototype
solve the problems or, at the very  Test
least, allow users to resolve issues
themselves with the minimum of
difficulty. Ideate
 Defining the problem aids in making  The identification of new solutions
a guiding concept of what you to the problem statement you’ve
should do to solve the problem of the created, and you can start to look for
users. alternative ways of viewing the
 A good problem statement opens the problem.
doorway to ideation process.  The main aim of the Ideation stage is
to use creativity and innovation in
Analysis order to develop solutions.
 The aim is to generate a large
 It is about breaking down complex quantity of ideas that the team can
concepts and problems into smaller, then filter and cut down into the best,
easier-to-understand constituents. most practical or most innovative
 It starts with stage 1, Empathize. ones in order to inspire new and
better design solutions and products.
Example:
Ideation will help you to:
The collected data during Empathize are
looked into its details. Either separating,  Ask the right questions and innovate
grouping, sorting, removing some details in with a strong focus on your users,
order to see the whole picture of the their needs, and your insights about
scenario. them.
 Step beyond the obvious solutions
Synthesis and therefore increase the innovation
 It involves creatively piecing the potential of your solution.
puzzle together to form whole ideas.  Bring together perspectives and
strengths of your team members.
 Uncover unexpected areas of influence and input; and finally be
innovation. able to utilize these commonalities to
 Create volume and variety in your build solutions.
innovation options.  Curiosity- Be willing to ask
 Get obvious solutions out of your uncomfortable, silly or even crazy
heads, and drive your team beyond questions. Be willing to explore and
them. experience, in order to understand
and learn something new and
Characteristics for Successful Required different.
Ideation:
 Adapting - Be able to switch how
you see, understand, and extend Ideation Methods
thinking as new input gets generated.
 Methods used to inspire a number of
 Connecting- Be able to connect ideas from the team.
seemingly unrelated concepts,
attributes or themes in order to create
 Brainstorm
new possibilities.
 Braindump
 Disrupting- Be able to overturn
 Brainwrite
commonly held beliefs, assumptions
 Brainwork
or norms in order to re -think
 Challenge Assumptions
conventional approaches.
 SCAMPER
 Flipping- Turn dead-ends or
deadlocks into opportunities by  Mindmap
flipping them over or rapidly  Sketch or Sketchstorm
changing direction towards greater  Storyboard
viability.  Analogies
 Dreaming and Imagining- Be able  Provocation
to visualize a new picture of reality  Movement
by turning abstract needs into  Bodystorm
tangible pictures or stories, thereby  Gamestorming
allowing the space required for  Cheatstorm
inventing bridges to that reality.  Crowdstorm
 Experimental- Be open and curious  Co-Creation Workshops
enough to explore possibilities and  Prototype
take risks; be willing and eager to  Creative Pause
test out ideas and eager to venture
into the unknown.
 Recognize Patterns- Seek to spot Brainwrite
common threads of meaning, and
ways of seeing, doing and behaving;  An activity where all ideas are
be able to recognize attributes or recorded by the individual who
shared values across a spectrum of thought of them. They are then
passed on to the next person who
uses them as a trigger for their own collective images, notes,
ideas observations, data, experiences,
interviews, thoughts, insights, and
Identifying a Good Problem Statement
stories in order to create a wall of
What is a Problem Statement? information to inform the problem-
defining process.
 It will guide you and your team and
provides a focus on the specific 3. It will then be possible to draw
needs that you have uncovered. connections between these individual
elements, or nodes, to connect the
What Makes a Good Problem Statement? dots, and to develop new and deeper
insights, which help define the
 Human-Centered- The problem problem(s) and develop potential
statement should be about the people solutions.
the team is trying to help, rather than
focusing on technology, monetary
returns or product specification. Empathy Mapping

 Broad enough for Creative Said Did


Freedom- The problem statement
should not focus too narrowly on a Thought Felt
specific method regarding the
implementation of the solution. It
should not list technical  An empathy map consists of four
requirements. quadrants laid out on a board, paper
 Narrow enough to Make it or table, which reflect the four key
Manageable- Problem statements traits that the users
should have sufficient constraints to demonstrated/possessed during the
make the project manageable. observation stage.
 Determining what the users said and
did are relatively easy; however,
How to Problem Define the Statement? determining what they thought and
Space Saturate and Group and Affinity felt is based on careful observation
Diagrams – Clustering and Bundling Ideas of how they behaved and responded
to certain activities, suggestions,
1. Designers collate their observations conversations etc. (including subtle
and findings into one place, to create cues such as body language
a collage of experiences, thoughts, displayed and the tone of voice
insights, and stories. used).

2. The term 'saturate' describes the way


in which the entire team covers or
saturates the display with their
Point Problem of View Statement Why-How Laddering
 A Point Of view (POV) is a  Designers seek to define the
meaningful and actionable problem problem, and will generally ask why.
statement, which will allow you to Designers will use why to progress
ideate in a goal-oriented manner. to the top of the so-called Why-How
 A POV involves reframing a design Ladder where the ultimate aim is to
challenge into an actionable problem find out how you can solve one or
statement. more problems
 You articulate a POV by combining
Why How
these three elements – user, need,
and insight.
To get abstract To get specific
Example: statements. statements.

[User . . . (descriptive)] needs [need . . . e.g. Why are children e.g. How do games
(verb)] because [insight. . . (compelling)] are more into games entice children in
than studying? keeping to play?

“How Might We” Questions


Summary
 How Might We (HMW) questions
 Defining the problem helps the
are questions that have the potential
designers in your team gather great
to spark ideation sessions such as
ideas to establish features, functions,
brainstorms.
and any other elements that will
 They should be broad enough for a
allow them to solve the problems or,
wide range of solutions, but narrow
at the very least, allow users to
enough that specific solutions can be
resolve issues themselves with the
created for them. “How Might We”
minimum of difficulty
questions should be based on the
 Analysis and Synthesis are the steps
observations you’ve gathered in the
that helps in the crossover from
Empathize stage of the Design
Empathizing with the Users to
Thinking process.
Defining the Problem.
Example  Analysis is about breaking down
complex concepts and problems into
You observed that children are easier to be
smaller, easier-to-understand
enticed by games than by studying.
constituents and Synthesis happens
1. How might we make studying when you interpret the organized
methods more fun and interesting? data from empathizing with your
2. How might we enable game features users.
like reward and punishment system  A good problem statement is human-
in studying? centered, broad enough for creative
freedom and narrow enough to make
it manageable, to give you focus on
what your users needs.
 Among of the ways to make a good
problem statement are Space
Saturate and Group and Affinity
Diagrams, Empathy Mapping, Point
of View, ”How Might We”
Questions, and Why-How
Laddering.

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