〈必須知識〉デザイン思考って、結局なに?その1
Summary
TLDRデザイン思考とは何かを探求する講義で、任天堂Wiiの成功事例を通じて、その基本的な考え方と実践方法を紹介します。デザイン思考は難しくなく、誰でも始められるシンプルなものです。ユーザーの真の課題を探り、新しい体験を提供することが目的です。伝統的なデザインと異なり、デザイン思考は非デザイナーでも活用できる思考法です。観察から始まり、問題を特定し、プロトタイプを作り、ユーザーテストを繰り返すことで、最終的に完成品を作り上げます。次回は具体的な実践方法について話します。
Takeaways
- 🔍 デザイン思考とは何か、どのように活用できるかを説明する。
- 🎮 任天堂のWiiの例を挙げて、デザイン思考がどのように成功に繋がるかを示す。
- 👪 家庭内でのコミュニケーション不足が問題として特定され、Wiiの開発に反映された。
- 💡 デザイン思考は、新しい体験を提供し、ユーザーの真の課題を探ることが重要。
- 🌐 インターネットの登場により、デザイン思考の必要性が増した。
- 📊 デザイン思考は、ユーザーのニーズを満たし、使いやすさとポジティブな体験を提供する。
- 🔄 デザイン思考のプロセスは、観察から始まり、問題を特定し、プロトタイプを作成し、ユーザーテストを行い、反復する。
- 👩🎨 デザイン思考は、デザイナーだけでなく、全ての人が使える考え方である。
- 🏠 デザイン思考は、製品そのものの制作からではなく、まず観察から始まる。
- 🔍 ダブルダイヤモンドモデルを用いて、問題の発見と解決策の開発を行う。
Q & A
デザイン思考とは何ですか?
-デザイン思考は、ユーザーの真の課題を探り、新しい体験を提供する方法です。観察から始め、問題を定義し、プロトタイプを作成して検証する過程を経て、最終的にユーザーに適した解決策を見つける手法です。
デザイン思考を取り入れることの利点は何ですか?
-デザイン思考を取り入れることで、ユーザーのニーズに応え、使いやすく、楽しく、満足感を提供する製品やサービスを開発することができます。また、ユーザーとのコミュニケーションを強化し、より良い体験を提供することができます。
任天堂のWiiの例でデザイン思考はどのように使われましたか?
-任天堂のWiiは、デザイン思考を使って家庭内のコミュニケーションの課題を解決するために開発されました。観察から始め、家族とのコミュニケーションを重視し、母親が嫌がらないデザインを採用し、結果として家族全員が楽しめるゲーム機となりました。
デザイン思考のプロセスにはどのようなステップがありますか?
-デザイン思考のプロセスには、観察、問題の定義、プロトタイプの作成、検証のステップがあります。これを繰り返すことで、ユーザーに最適な解決策を見つけ出します。
デザイン思考はどのような分野で使われますか?
-デザイン思考は、IT企業、スタートアップ、デザイン会社など、多岐にわたる分野で使われています。また、クリエイティブな仕事をしていない一般の人々にも有用であり、誰でも使える思考法です。
デザイン思考と従来のデザインの違いは何ですか?
-デザイン思考は、デザイナーがデザインを作成する際の考え方や手法を、非デザイナーにも応用できるようにしたものです。従来のデザインはデザイナーが使う手法ですが、デザイン思考は幅広い分野で使われます。
ダブルダイヤモンドモデルとは何ですか?
-ダブルダイヤモンドモデルは、デザイン思考のプロセスを表す図で、問題の発見と定義、開発と検証のステップが繰り返されることを示しています。これにより、ユーザーに最適な解決策が見つかるまでプロセスが続けられます。
デザイン思考の観察フェーズでは何を行いますか?
-観察フェーズでは、ユーザーの行動や環境を詳細に観察し、どのような問題が存在するかを見つけ出します。これにより、解決すべき課題を明確にします。
デザイン思考を組織に取り入れる方法は?
-デザイン思考を組織に取り入れるためには、まず組織全体でその価値を理解し、観察から始めるプロセスを取り入れることが重要です。さらに、ユーザー中心のアプローチを強化し、プロトタイプの作成とユーザーからのフィードバックを積極的に取り入れます。
なぜデザイン思考は今の時代に重要ですか?
-インターネットの普及により、消費者の価値観が大きく変わり、従来の大量生産・大量広告の時代が終わりを迎えています。デザイン思考は、ユーザーの真の課題を理解し、新しい体験を提供するための手法として、現代のビジネス環境において非常に重要です。
Outlines
🎨 デザイン思考の基本
Yuichi Ichiroはデザイン思考とは何かについて議論します。ビデオを通じて、デザイン思考の目的や組織への導入方法、個人での実践方法について説明します。Nintendo Wiiの例を挙げて、デザイン思考がどのようにして家族のコミュニケーションを増やし、成功を収めたかを詳述しています。デザイン思考は誰でも始められるシンプルな方法であると強調しています。
📜 デザイン思考の歴史と背景
デザイン思考の起源は第三次産業革命後のインターネットの普及に関連しています。従来の大量生産と一方通行のマーケティングが終焉を迎え、知識への平等なアクセスが重要となり、消費者の価値観が大きく変わりました。これにより、企業は「もの」ではなく「体験」を提供する必要が生じ、デザイン思考の重要性が増しました。
💡 デザイン思考のプロセス
デザイン思考のプロセスはユーザーのニーズを満たし、使いやすさやポジティブな体験を提供することに焦点を当てています。多くの企業がユーザーの視点を無視しがちである中、デザイン思考はユーザー主体の解決策を見つけ出すことを強調しています。ダブルダイヤモンドモデルを用いて、問題の発見から解決策の開発、ユーザーテストを経て最終製品を作り上げる過程を説明しています。
🎮 任天堂の成功例
Nintendo Wiiの成功例を通じて、デザイン思考の具体的な応用について説明しています。家族のコミュニケーション不足という問題に焦点を当て、試行錯誤の末に母親にも受け入れられるゲーム機を開発しました。これにより、家族全体で楽しめる体験を提供し、大ヒットとなりました。デザイン思考はユーザーの真の課題を探り、新しい体験を提供することが重要であると結論づけています。
Mindmap
Keywords
💡デザインシンキング
💡ユーザーの真の課題
💡デザイン
💡ダブルダイヤモンド
💡プロトタイプ
💡ユーザーテスト
💡コミュニケーション
💡UX
💡イノベーション
💡カスタマージャーニーマップ
Highlights
デザイン思考とは何かを深く掘り下げる講義。
デザイン思考の最終的な目標と組織への導入方法について解説。
任天堂のWiiの開発におけるデザイン思考の具体例を紹介。
デザイン思考の第一歩として、問題の観察と特定の重要性を強調。
家庭内のコミュニケーション不足という問題に焦点を当てた任天堂のアプローチ。
母親に受け入れられるゲーム機の開発を目指したWiiの成功。
デザイン思考が新しいユーザー体験の提供に繋がることを説明。
デザイン思考のプロセスとしての「ダブルダイヤモンド」の概念。
ユーザーインタビューやカスタマージャーニーマップの作成方法について言及。
プロトタイプの作成とユーザーテストの重要性。
デザイン思考はデザイナー以外の人々にも適用可能な方法論であることを強調。
デザイン思考が創造的な仕事だけでなく、あらゆる職業に役立つと説明。
観察から始めることの重要性を再確認。
任天堂Wiiの成功要因としての家族の楽しみの提供。
デザイン思考が新しいユーザー体験の提供に繋がることを強調。
Transcripts
Hi, I ’m Yuichi Ichiro. What is design thinking after all? I would like to talk about this in
my lecture, which has a relatively high response, and I would like to dig deeper
into the word design thinking . By watching this video, you can see
what design thinking does, what it does in the end, and how to incorporate
design thinking into the organization and how to do it yourself.
Usually, when I'm working, I don't have enough design thinking, or I'm
trying to incorporate design thinking , I think there are quite
a few people who are starting to be told .
I think that there are many things like a
relatively new IT company, a startup company, a design company, etc., but it is
said to be design thinking, "Design thinking, name. you know,
just do not know what to do "eventually a lot like a thing, I think I think we often
do nothing, such as to be like a conclusion. No, not like only the word also
design thinking as I thought going to do
UX, UXD, HCD, ISO, UI, customer journey map,
innovation Donokono, quit anymore pretty tired of
getting oodles out English terms in the Toka like a katakana I think there may be cases where it ends
up, but I would like to tell you this time that design thinking
is not difficult at all. It's a simple thing that anyone can start.
I would like to focus on such a place and talk about it
. An example is the Nintendo Wii.
In this game industry, Nintendo also thought about
how to sell the hardware and software of the cat, and I came to the point
of selling with this design thinking idea . First of all, what I did was to find out what kind of
game to make, not what kind of game content,
but what kind of problems there are in the environment where the game is placed.
This is the first step in design thinking. I often observed families with
children playing games . As a result, I was able to extract various issues
, but among them, Nintendo focused only on games and
I couldn't communicate with my family. This is the current issue.
That's why I focused so deeply here.
By doing so, the key to "how to solve this
" is not "children" but "mothers". And not hated to "mom", for families who want to take the communication,
the family I'm Minna development of the Nintendo Wii where I mean do not
you create a game machine such as Tteyuu enjoy
is advanced mom Colors are also used in
places where you want to get rid of things like the reason why
you hated conventional games , such as white goods, or by placing
them vertically so that your living space is not wasted. , development
anyone rather than those with the natural way there or Toka so-called game
controller, such as that to effectively take advantage
of, like a just like wielding holding in the
hand, such as can also be used in the mother,
the super-simple UI of the controller Did. It was accepted
by my mother. It was accepted by my family. This has increased family
communication. That's why the Nintendo Wii was a big hit.
Although it is not a traditional game, it is
not a game nerd, but it should start from pursuing how to make an interesting game for game fans,
but Nintendo is not there, but this living room first. It
was developed to create a family experience in
Japan. This kind of thing is Nintendo's Switch after Wii
, which is also a big hit and has
been verified.
The current situation is that design thinking was used to understand from that. There is a reality, but
what we did was to explore the real challenges
that users face and to provide users with new experiences that have never been seen before.
So what is design thinking? I think this is one answer.
In many cases , the real problem that users have is that the
solution that does not incorporate conventional design thinking
cannot be explored . I've already taken questionnaires,
but I've been kidnapping
things that only give superficial answers
and providing users with the same value as before. That
's not the case. I think that the answer to design thinking is
to explore real issues and provide new experiences that have never been seen before.
In the first place, it's a story about when design thinking was born
. Well, as I said in my previous lecture, there
was an industrial revolution. Especially after the Third Industrial Revolution, this
idea of design thinking was born. What was born from
that was that this idea was born and permeated after the birth of
the Internet . Before that, I talked about UI lectures,
but the era of mass-produced "things" for a long time continued. Before the Internet
, there was an era in which things were sold more and more when companies made mass-produced products and unilaterally
sent them to users through mass advertising
. That era ended with the Internet and beyond
. It's almost over. Mass advertising is still there, but it's a
pretty recession.
With the end of that era, everyone has equal access to "knowledge."
The most important point of the Internet is that everyone is equal
and access to knowledge is good and bad for two-way products,
and the values of consumers have changed significantly. Where you say,
things like Tteyuu not sell is not selling a thing of the street until now
have come to adopt the birth of those Tteyuu design thinking, there are circumstances, such as that.
Until now, if we made and announced good "things" and good "products" to our customers, we could sell them,
but that became impossible, so we provided "things" and "experiences" instead of good "things" and "things".
it has become to the mast to be. There is such a change.
There are countless platforms and tools
that can be used on the Internet without advanced knowledge
. That has changed the power map of
all industries . The environment is changing steadily at a
speed that has never been possible before. Individuals and companies
have entered an era in which they will definitely be left behind if they stick to the same
sense of speed and the same way as before. So what to do,
to become one of the solutions when considering
that Tteyuu will be circumstances, such as say that the design thinking in this design
thinking. I'm talking about design thinking from here
, and I'm wondering if it's almost the same as design
. Well, each is different. It's not equal to design . Design
means thinking about what people want, without being bound by existing ideas. The
fluffy problems and problems that people have are embodied and
solutions are made from various angles. In the age of paper,
there are multiple design proposals such as graphic design and in the case of the web,
websites and apps. Prepare
and lead to a solution. In the past,
there was a process that led designers to create designs, and how
to create them. The difference between design thinking and design thinking is that the
ideas and thinking methods used by designers when designing
can be applied to non-designers in fields other than
design. The difference is whether it is used by designers or by non-designers.
So design thinking isn't just for business owners and creators. I 'm not doing creative work because
I think that it is useful for all people, whether it's general affairs, accounting,
sales, factory production, self-employed, housewives, or students.
Never think that design thinking has nothing
to do with it. A way of thinking that anyone can use. Moreover
, I think it will be useful.
So what does design thinking do? I would like to get into the story . There is
something that can be achieved by using design thinking
. It is to meet the needs of the user, to be easy for the user to use,
to complete what the user wants to do, to make the user feel positive, to have
fun and to be happy. That can be achieved by using design thinking
. The most important point here is that the user takes the
initiative in all things that come true. This is the most important thing.
Absolutely what say many companies are individual issues
service, you have at stake is what Tteyuu interests other than the user.
If it is a company, the profit of that company. For that reason, I have to give a sontaku to the director
. There are times when the subject has
to fulfill the concerns of the president and the subject is steadily moving away from the user.
This is a mess even if you're doing design work.
I think we have to add this function to get the opinion of this person from the client.
It's amazing, but once
you ignore it, think about making "things" for users, thinking about things
that are "things" or "things". It's the first step
in design thinking .
In terms of what kind of process design thinking goes through and how it
is made, a figure called a double diamond
comes out. It's something that always comes up when you look it up in design thinking. In the
phase, you'll find this divergence, a lot, a lot, and
narrow down once to define the problem. Focus on a specific problem. Like it was on the VTR earlier.
Focus on areas where there is little communication.
There are various ways of thinking , such as making a prototype to develop to solve it, but we
will proceed with development in various directions. By doing so, user tests are
performed and verified, problems are steadily removed, and finally one finished product is
created. The form of this divergence and convergence is that one diamond can be created. So, there are two diamonds
that make another diamond , so it is sometimes called a double diamond
. In the discovery phase, user interviews are
used to create a customer journey map with problem definitions, and in the development
phase, this prototype is created and diverged, and in the verification phase, this user
test is performed many times to converge. If repeating this is a rough process of design thinking,
it does not end with one time, but it is repeated over and over again
. Occasionally, I return to the development phase and then
develop and verify again , and I repeat it big, finely, and over and
over again. This is the idea that designers often do.
A designer makes a lot of trial and error, makes it over and over again, then
narrows it down to say that this is good, this is good, and finally the finished form is the
designer's design. This design thinking is a general abstraction and application
of the thinking process when making
. It will be like this.
That is the end of the first lecture
. I will review it.
Design thinking is not a
difficult problem. A simple thing that anyone can do, like the Nintendo
Wii I mentioned earlier , first
observe. Instead of starting by creating the product itself, first of all
, let's observe it carefully in order to extract
what kind of problems there are, so choose one
from the problems that came up in that . This is the phase of convergence again.
I just play games and I can't communicate with my family.
Focus on this issue. I heard that Nintendo's Wii also had a lot of trial and error
to find out what kind of things there are to solve that problem . In order to solve various
problems, let's focus on the mother in the first place.
Starting with the problem-solving method, we will continue to develop such home appliances, such as good shapes and controllers that anyone can use.
As a result of trial and error there, I made a game machine that
my mother wouldn't dislike and that I could enjoy with my family. This is a big hit
not only in hardware but also in software, for example, Mario Party, etc.
It was a big hit because it provided "things" and "experiences" with the concept of how to make the living room fun with the concept of having fun with the family. bottom.
There is a history like that.
So what is design thinking? Exploring the true challenges of users and providing them with new experiences that
have never been seen before . Design thinking is something that can be said.
So, I talked about the first time.
The second time isn't it? Specifically, I would like to talk about how design thinking will be used in
the double diamond of this design, or whether it will be incorporated into the organization
. see you!
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