Design Thinking Workshop: Spark Innovation & Build Prototypes

INTRODUCTION

Today individuals, departments and organizations are operating in a highly volatile, uncertain, complex and ambiguous business world. Without being able to either embrace change quickly, being relevant in a fast-paced environment, being nimble in encountering the reality of uncertainty or being able to lead in this ambiguous world, organizations will not be able create new creative solutions to meet their user’s unmet needs.

One way to lead is to innovate and not imitate. As Steve Job’s once quoted, “Innovation is the only way to win”. Hence, this highly interactive and hands-on Design Thinking workshop will reignite the individual’s inner potential to reimagine, ideate and innovate creative solutions for your organization to stay competitive and the same time take advantage of the growth potential.

Design thinking refers to both creativity and critical thinking used during the process to bring value to users and/or customers. It is a structured methodology used by design thinkers to ideate and deliver products or services and experiences that addresses latent and unmet needs of users. By adopting Design Thinking principles, your employees (fellow innovators) will not only identify the unmet needs of end users but also develop innovative and novel prototypes to meet the needs, thereafter, validate and test them before execution or launch.

Today Design Thinking has become a fundamental requirement to not only engineers and designers but any employees in the organizations from any given department to design creative and innovation solutions for their users which directly or indirectly has a positive impact to their top and bottom line.

OBJECTIVE
  • Discover ways to be brave and bold to think differently and creatively.
  • Apply Creative Design Thinking methodology to build and/or design creative solutions.
  • Be human centric to understand user/customer deep value, challenges and unmet needs.
  • Identify problems based on users’ frustrations, pains and goals.
  • Propose a range of creative ideas as solutions and craft a hypothesis.
  • Design and build actual lo-fi prototypes to be tested by the users.
  • Apply Design Thinking with ease in the organization by identifying a Persona.
OUTCOMES

At the end of this program, participants will be able to apply design thinking methodology and build actual lo-fi prototypes to solve users problems and unmet needs innovatively.

PROGRAM PRE-REQUISITE

To identify 4 to 5 Users/Customers and their challenges, unmet needs and goals (i.e. 1 User per group) and bring along to the program.


METHODOLOGY

Videos, Games, Case Studies, Group Discussions, Facilitation, Exercises and Lecture.

TARGET AUDIENCE

Executives, Assistant Managers, Managers

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