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Well done!
      You have completed Intro to Design Thinking!
      
    
You have completed Intro to Design Thinking!
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  Let’s define a few terms and practices that we’ll be referencing throughout the course. With these, we’ll have a vocabulary to build on to better understand design thinking.
New Terms:
- User – the person(s) who will be engaging with your product
 - Empathy – the ability to understand and share the feelings of another
 - As-is – the current state of a user’s experience
 - To-be – the future state where a design thinking solution has been employed to a user’s pain to improve their experience
 - Timebox – The simple act of defining a length of time that a task should take and enforcing those parameters
 
Further Reading:
- 
Frog Design’s process - Collective Action Toolkit
 - 
IDEO’s Design Thinking Process
 - 
Stanford d.School’s process - Virtual Crash Course in Design Thinking from the Stanford d.School
 
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                      Before we can really start, we will have
to define a few terms and practices.
                      0:00
                    
                    
                      Likely the word you'll hear most
during this course is user.
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                      We're defining that term as anyone that
will touch your product or service.
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                      They are the one you're
looking to understand.
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                      And this concept of understanding your
user is core to design thinking practices.
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                      It's called empathy.
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                      Empathy will play a role
throughout this course.
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                      The most profound place for
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                      us to approach with empathy however
would be in your user's as-is scenario.
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                      The as-is scenario is what a user
is currently experiencing.
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                      The good, the bad, then the ugly.
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                      Once we've begun solving for
their pain points in their as-is,
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                      we'll develop a solution
that will exist as a to-be.
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                      Which is an empathy based solution that
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                      addresses their greatest
experienced pain points.
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                      To make our efforts count,
we need to maintain an active approach to
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                      the problem-solving meaning
less talking and more doing.
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                      To do this, we tend to use
sticky notes to stay nibble and
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                      to keep a conversation to a minimum.
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                      Because stickys can be moved quickly and
grouped according to similarity or theme.
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                      Think about it, you can only listen
to one person talk at a time, but
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                      several people can
communicate simultaneously
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                      if their ideas are all on
sticky notes on the walls.
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                      As a result,
this method is a huge time saver.
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                      Another time saver is
something called timeboxing.
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                      The act of defining a length of
time that a task should take and
                      1:44
                    
                    
                      enforcing those parameters.
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                      Timeboxing is not only a means of
timekeeping, but it also aids in breaking
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                      design thinking workshop methods into
realistically manageable pieces.
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                      Remember that so much of design thinking
is not only centered around your user,
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                      but also moving quickly, and creatively.
                      2:06
                    
                    
                      Whether you're performing these
methods as an individual, or
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                      with a team, or even if you have
team members who are remote.
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                      You'll find that getting your ideas
into a single place, physical or
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                      virtual, in a low fidelity way,
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                      will help you maintain creative momentum
without spending much time or energy.
                      2:26
                    
              
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