Baixe design methodologie e outras Notas de estudo em PDF para Design, somente na Docsity! 04/06/12
Design Methodologies: Instructional, Thinking, Agile, System, or X Problem?
Design Methodologies
Instructional, Thinking, Agile, System, or X Problem?
“Everyone designs who devises courses of action aimed at changing existing situations into preferred ones. The intellectual activity that produces
material artifacts is no different fundamentally from the one that prescribes remedies for a sick patient or the one that devises a new sales plan for
a company or a social welfare policy for a state.” - Herbert Simon (Nobel Prize Winner & Camegie Mellon professor)
The table below shows five popular design methodologies (Instructional System Design, Design Thinking, Agile Design, System Thinking, and X Problem). It includes definitions,
visual models, primary focus and goals, values, main steps, and further readings. I don't claim these are the absolute parts that make up cach design approach as the definiions,
goals, primary focuses, and steps may vary greatiy ffom source to source. However, the tables notes the key points that seem to separate them ffom each other.
Going ftom left to right, the models generally are designed for solving semi structured problems to increasingly l- defined problems, however, the type of problem and the skils
ofibe designer wil generally depict which model might work best for a particular situation. In addition, choosing a primary methodology does not mean you cannot borrow or
change processes with another model as you are in control of the design, rather than the methodology being in contro! design is both art and science.
ISD or ADDIE Design Thinking Agile Design System Thinking
Visual
Model
elick a model for
alarger image
. “o || Problem solving by viewing
ci . A method for brealking tasks into |, o
e To Pe
Definition [À systematic approach for and describe comple; j it * || planning that do not directly involve ole art, outcome or Sent and | Problems
developing leaming platforms. tune problems od develop “| one-term planning The eraions Do cp: contutig1o challenge
approaches to solve them. ne Ei dino fames that spicalhy development ofunintended Planning.
” consequences.
Focuses on the wider social space | Builds a vibrant learning Uses a holistic approach to goal ||Uses ext
. of systems and society rather than | environment through seeking rather than focusingon |toimova
Primary |Obtains business resulis through | artifacts and aestheties by communication, collaboration, and |independent elements in order to || problems
Values improved performance. expanding engagement, impact, and | Small but rapid iterations in order to | build a systemio interaction that steps tha!
sales. sustaim agiity that adapts to a results in a goal or final state. well whe
changing environment.
An older methodology that has | While focus is primarilyonthe | The modelreiis heavilyon
Key rapidly evolved into a robust model | problem and produet, the model | customers being part of the team so ddr cont problems that | Used for
Feature |for solving more structured does use customer feedback for . | that changing requirements canbe ton borders «
problems. solving il-structured problems. Jadapted to. ana
This mett
This methodology reiies on This methodology relies on gaíning racao
This methodology reles onthe | customers who have the insight to lo (ie aco Jex Cemlnew prot
' E be major collaborators in the design mp as diversi
designers or experts for buildinga | pi of a comes . process in your company that spans [ai
"This methodology reles on a viable | best design (think of'the iPad that Ni o acedhes a iuror several departments or borders and | Ponta
'model to build the design (think of || no one thought they needed untilit ido and needs mumb needs improvement): The prob
a guru that is the best performer to | was available): ne Does P
seek advice ftom): improvement): Similar to Design Thinking in that casi be
Example There are no models of'the task or are no ckar models ofthe there are no modelks of'the task or set ara)
br a modelo Ut eme vou |pertaps wine ep open, | or ros so e customers, JET O Jemplom
ofhow the task or process o eve a new task or Taoooss * | designers and sometimes experts roses However, 1 reniaed tn SUDE
be performed. Customer feedback à normaly || colbborate to build a new model | cp gon may have a detrimental | PSB +
a The design is buit using small or solutio
used after the int model has been |. afitet on a large part ofthe rs
a iterations so that the customers can ati o às viable (
designed. ensure they are getttga visblo | Organization, thus the sohtion must ||
re they are getting be fine-tuned to span the entire !
solution that fis their needs. estaniation continueé
ea ! solutions
to a desir
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Design Methodologies: Instructional, Thinking, Agile, System, or X Problem?
Main Steps |!: Analysis: understanding and then . .
PS | gescribing he objectives needed to | 1. Apply critical thinking to gain |1. Select the project and develop ||! Tellstoris fiat fócusona | | Immersio
or eee o e narrative that wil aid in discovering | problem
correct performance deficiencies | understanding ofthe problem the vision. : ;
concepts: | ici soao) the ssue. insights a
o . ” . Converge
2. Design a process to achieve the > Op orvo to understand the 2. Intiate the project by obtaining |, [ooy gy trends in perfbrmance | things suc
goals im order to correct the E stukeholder paricipation finding. | aos Pa
performance deficiencies. PA and build team. P des
3. Deliver small working iterations Divergen
that meet the changing needs of the ara
wiich ma
3. Development: building the initial a es he /3- Whena trend becomes visible, eras
discoveries into a process that will ||3. Solve the right problem by enc cento va ua à | develop a focus question that Design]
assist the leamers to become | defiing it release may not be fily completed a ccrines the context of what you | neribame
sport perfbmes or finctiona the designers beleve | o sockeng p
that it is good enough to be ofuse finction,
to the Jeamers or users. populatio
valid.
Adapiati
moving e
4. Implementation: deliver the ||4, Ideate: imagine or conceive 4. Release End Game (deliver the. |4. Look for key causes and new dire
eaming platíorm solutions to solve the problem || nal package). consequences roadbloc
taming's
guide yor
5. Evaluation: ensure the learning a . “ei ||5. Look deeper into the problem.
and performance platformis Sndeptio “lymamic conditions by ni odor opera, maintain | Aço beliefs and values causing the
delivering the desired results protoiyping upp+ si situation to persist?
6. Plan an intervention by basing it
. . 6. Retirement — remove whenno on your understanding of the
$: Achieve the designated goals o needed structure. What approaches and
actions are needed?
7. Assess the results and fne-tune.
Asiditional o , Asi Design: An Ethos for Create | pr entry Extendim
Readings AE Timeline, a, Tao [Leme Pinos, Nidepedi entry . GotXPy
g: Getting Real About Agile Design Fresh Tre
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A Big Dog and Little Dog Production. Created May 13, 2012. Updated May 27,2012.
212
Visualize Brainstorm
Map
Opportunities
Select the
Project
Initiate
the
Project
Iterations
Release
End
Game
Production
[—>
Retirement
What has
been
happening?
Io 2. 3. 4. 5. 6.
Find and tell Look for Lookfor Key Identify Look deep Plan
thestories trends (draw Causes beliefs and into the intervention
= graphs) |-->) Usingfocus |—>| | values = structure [>
questions (structure) (going
deeper
questions)
7. Assess the results and fine-tune