DESIGNTHINKINGSEMINA - Knowledge

PARTICIPANT

INTRODUCTION
TO

DESIGN THINKING
17-18-19 JANUARY 2017

Tuesday

SUZHOU CAMPUS
AGENDA

Simultaneous start with
Sophia

2:30

Global workshop
presentation


3:00

1 - Introduction to Design
Thinking

3:30

Warmup

3:45

2 - Fast Forward Wallet
exercise

5:15

Break

5:25


3a - Brief & Observe steps :
introduction

5:55

3b - Interview guide
preparation

Wednesday

Thursday

8:30

Welcome – presentation day
2

8:30

Welcome – presentation day 3


8:45

Warmup

8:35

3c-Ethnographic research

9:00

7e – Debrief tests – prototype
improvement

10:0
0

Break

10:1

0

8 – Final solution report

11:4
0

Pitch (2min presentation +
3min Q&A)

12:2
5

Selection of the best project
by classroom (votes)

12:4
5

Votes and results


10:3
0

4a - Debrief & point of view :
introduction

10:4
5

4b - Insights analysis &
definition of a point of view

11:3
5

5 – Report and deliverables

1:00 PM to 1:45 PM
LUNCH


1:45

Warmup

2:00

6a – Brainstorming :
introduction

2:15

6b - Brainstorming

3:15

6c - Selection of one solution

3:45


7a – Prototype & tests :
introduction

4:00

7b - Prototyping

5:20

7c – Tests guide preparation

5:50

7d - Testing
COACH
End of day 2

7:30

12:5

1:259PM
to 2:25
- Debrief
with PM
the coach
5

LUNCH

13:3
0

End of seminar 
Best projets in each TD have
to prepare a 2
min video to be posted before 
12PM.   

2


Tuesday
8:30

Global workshop
presentation

8:50

1 - Introduction to Design
Thinking

9:15

Warmup

9:30

2 - Fast Forward Wallet
exercise


11:0
0

Break

11:1
0

3a - Brief & Observe steps :
introduction

11:4
0

3b - Interview guide
preparation

1:00 PM to 2:00 PM LUNCH
2:00


3c-Ethnographic research

4:00

Warmup

4:15

4a - Debrief & point of view :
introduction

4:30

4b - Insights analysis &
definition of a point of view

5:30

5 – Report and deliverables

7:00

End of day 1

Wednesday
8:30

Welcome – presentation day 2

9:00

Warmup

9:15

6a –Brainstorming :
introduction

10:1
5

6b - Brainstorming

10:4
5

6c - Selection of one solution

11:0
5

7a – Prototype & tests :
introduction

11:1
5

7b - Prototyping

12:3
5

7c – Tests guide preparation

Thursday
8:30

Welcome – presentation day 3

8:45

Pitch (2min presentation +
3min Q&A)

9:30

Projects evaluation by votes

9:50

Votes and  results

10:0
0

9 – Debrief with the coach

10:4
5

End of seminar 
Best projets in each TD have
to prepare a 2
min video to be posted before 
12PM.  

1:00 PM to 2:00 PM
LUNCH
2:00

7d - Testing

3:45

Warmup

4:00

7e – Debrief tests – prototype
improvement

5:00

Break

5:10

8 – Final solution report

7:00

End of day 2
COACH

RALEIGH CAMPUS
AGENDA

Simultaneous start with
Belo & Lille
3

Tuesday
9:30

Global workshop
presentation

9:45

1 - Introduction to Design
Thinking

10:1
5

Warmup

10:3
0

2 - Fast Forward Wallet
exercise

12:0
0

Break

12:1
0

3a - Brief & Observe steps :
introduction

12:4
0

3b - Interview guide
preparation

2:00 PM to 3:00PM LUNCH
3:00

3c-Ethnographic research

5:00

Warmup

5:15

4a - Debrief & point of view :
introduction

5:30

4b - Insights analysis &
definition of a point of view

6:30

5 – Report and deliverables

8:00

End of day 1

Wednesday
8:30

Welcome – presentation day 2

9:00

Warmup

9:15

6a –Brainstorming :
introduction

10:1
5

6b - Brainstorming

10:4
5

6c - Selection of one solution

11:0
5

7a – Prototype & tests :
introduction

11:1
5

7b - Prototyping

12:3
5

7c – Tests guide preparation

Thursday
8:30

Welcome – presentation day 3

8:45

Pitch (2min presentation +
3min Q&A)

9:30

Projects evaluation by votes

9:50

Votes and results

10:0
0

9 – Debrief with the coach

10:4
5

End of seminar 
Best projets in each TD have
to prepare a 2
min video to be posted before 
12PM.  

1:00 PM to 2:00PM
LUNCH
2:00

7d - Testing

3:45

Warmup

4:00

7e – Debrief tests – prototype
improvement

5:00

Break

5:10

8 – Final solution report

7:00

End of day 2
COACH

BELO CAMPUS
AGENDA

Simultaneous start
4
with Lille & Raleigh

Tuesday

LILLE CAMPUS
AGENDA
Simultaneous start
with Paris, Sophia

1:30

Global workshop
presentation

2:00

1 - Introduction to Design
Thinking

2:30

Warmup

2:45

2 - Fast Forward Wallet
exercise

4:15

Break

4:25

3a - Brief & Observational
steps : introduction

4:55

3b - Interview guide
preparation

Wednesday

Thursday

8:30

Welcome – presentation day
2

8:30

Welcome – presentation day 3

8:45

Warmup

8:35

3c-Ethnographic research

9:00

7e – Debrief tests – prototype
improvement

10:0
0

Break

10:1
0

8 – Final solution report

11:4
0

Pitch (2min presentation +
3min Q&A)

12:2
5

Selection of the best project
by classroom (votes)

12:4
5

Votes and results

10:3
0

4a - Debrief & point of view :
introduction

10:4
5

4b - Insights analysis &
definition of a point of view

11:3
5

5 – Report and deliverables

1:00 PM to 1:45 PM
LUNCH

1:45

Warmup

2:00

6a – Brainstorming :
introduction

2:15

6b - Brainstorming

3:15

6c - Selection of one solution

3:45

7a – Prototype & tests :
introduction

4:00

7b - Prototyping

5:20

7c – Tests guide preparation

5:50

7d - Testing
COACH
End of day 2

7:35

12:5
13:2
5
5

End of seminar
Best
projetswith
in each
have
9
- Debrief
the TD
coach
to prepare a 2 min video to be
posted before 12PM. 

1:25 PM to 2:25 PM
LUNCH

5

Tuesday

PARIS CAMPUS
AGENDA
Simultaneous start
with Lille & Sophia

1:30

Global workshop
presentation

2:00

1 - Introduction to Design
Thinking

2:30

Warmup

2:45

2 - Fast Forward Wallet
exercise

4:15

Break

4:25

3a - Brief & Observational
steps : introduction

4:55

3b - Interview guide
preparation

Wednesday

Thursday

8:30

Welcome – presentation day
2

8:30

Welcome – presentation day 3

8:45

Warmup

8:35

3c-Ethnographic research

9:00

7e – Debrief tests – prototype
improvement

10:0
0

Break

10:1
0

8 – Final solution report

11:4
0

Pitch (2min presentation +
3min Q&A)

12:2
5

Selection of the best project
by classroom (votes)

12:4
5

Votes and results

10:3
0

4a - Debrief & point of view :
introduction

10:4
5

4b - Insights analysis &
definition of a point of view

11:3
5

5 – Report and deliverables

1:00 PM to 1:45 PM
LUNCH

1:45

Warmup

2:00

6a – Brainstorming :
introduction

2:15

6b - Brainstorming

3:15

6c - Selection of one solution

3:45

7a – Prototype & tests :
introduction

4:00

7b - Prototyping

5:20

7c – Tests guide preparation

5:50

7d - Testing
COACH
End of day 2

7:35

12:5
13:2
5
5

End of seminar
Best
projetswith
in each
have
9
- Debrief
the TD
coach
to prepare a 2 min video to be
posted before 12PM. 

1:25 PM to 2:25 PM
LUNCH

6

Tuesday

SOPHIA CAMPUS
AGENDA
Simultaneous
start Lille & Paris
1:30

Global workshop
presentation

2:00

1 - Introduction to Design
Thinking

2:30

Warmup

2:45

2 - Fast Forward Wallet
exercise

4:15

Break

4:25

3a - Brief & Observational
steps : introduction

4:55

3b - Interview guide
preparation

Wednesday

Thursday

8:30

Welcome – presentation day
2

8:30

Welcome – presentation day 3

8:45

Warmup

8:35

3c-Ethnographic research

9:00

7e – Debrief tests – prototype
improvement

10:0
0

Break

10:1
0

8 – Final solution report

11:4
0

Pitch (2min presentation +
3min Q&A)

12:2
5

Selection of the best project
by classroom (votes)

12:4
5

Votes and results

10:3
0

4a - Debrief & point of view :
introduction

10:4
5

4b - Insights analysis &
definition of a point of view

11:3
5

5 – Report and deliverables

1:00 PM to 1:45 PM
LUNCH

1:45

Warmup

2:00

6a – Brainstorming :
introduction

2:15

6b - Brainstorming

3:15

6c - Selection of one solution

3:45

7a – Prototype & tests :
introduction

4:00

7b - Prototyping

5:20

7c – Tests guide preparation

5:50

7d - Testing
COACH
End of day 2

7:35

12:5
13:2
5
5

End of seminar  
Best projets
in each TD
have
9
- Debrief with
the coach
to prepare a 2
min video to be posted before
 12PM.

1:25 PM to 2:25 PM
LUNCH

7

OBJECTIVES

8

OBJECTIVES
This booklet is your guide to this 2-day workshop. At each main step, your coach will
give you the key elements to go further. Those elements are summarized in that
booklet.
Furthermore, the materials quoted in the booklet can be reached on the Knowledge
Platform :

DESIGN THINKING SEMINAR
http://knowledge.skema.edu/courses/DESIGNTHINKINGSEMINA/?id_session=0
The Design Thinking process is an iterative process, which means you have to go
back several times, change your vision and your ideas according to the feedback you
gathered.
Due to the timing constraints of this 2-day workshop, each step will only be
experimented once.

9

OBJECTIVES
On each page of this booklet, these icons will help you to know what to do :

Theorical elements summarizingTools to help you in you research
the coach’s presentation

Team work

10

1- INTRODUCTION TO
DESIGN THINKING

11

1Introductio
n to Design
Thinking

7b Prototyping

7a –
Prototype
& tests :
introductio
n

2 - Fast
Forward
Wallet
exercise

3b Interview
guide
preparatio
n

WORKSHOP
PROGRESS PATH
3cEthnograp
hic
research

6b 6c Selection
of one
solution

7c – Tests
guide
preparatio
n
7d Testing

3a - Brief &
Observe
steps :
introductio
n

7e –
Debrief
tests –
prototype
improveme
nt

Brainstormi
ng

6a –
Presentatio
n:
Brainstormi
ng

8 – Final
solution
report
9 – Debrief
with the
coach

5 – Report
and
deliverable
s

4a Debrief &
point of
view :
introductio
n
4b Insights
analysis &
definition
of a point
of view

1/ INTRODUCTION TO DESIGN THINKING
20
MIN

Design
thinking
can
be
described as a discipline that
uses the designer’s sensibility
and methods to match people’s
needs
with
what
is
technologically feasible and
what a viable business strategy
can convert into customer
value and market opportunity.
Tim Brown, 2009.

Video to go further:
The deep dive (IDEO)
(18min)
13

1/ INTRODUCTION TO DESIGN THINKING
EMPATHIZ
E

IDEATE
PROTOTY
PE

DEFINE
Learn
about the
audience
for whom
you are
designing,
by
observatio
n and
interview.
Who is my
user? What
matters to
this
person?

Create a
point of
view that is
based on
user needs
and
insights.
What are
their
needs?

Brainstor
m and
come up
with as
many
creative
solutions
as
possible.
Wild ideas
encourage
d!

TEST
Build a
representatio
n of one or
more of your
ideas to
show to
others.
How can I
show my
idea?
Remember :
A prototype
is just a
rough draft!

Share
your
prototyped
idea with
your
original
user for
feedback.
What
worked?
What

14

WARMUP – INTERVIEW
15
MIN
Pair up !
You will have 4 minutes each to interview each other.
Here are the questions to ask :
When you were a kid, what was your dream job?
Name 3 things that inspire you most?
When do you lose track of time?
What’s your favorite color and why?
When was your first vacation without your parents?

Then take 3 minutes individually to describe your team mate
with 3 inspiring words and draw his or her face.
Share with the group !

15

2- FAST FORWARD WALLET

16

1Introductio
n to Design
Thinking

7b Prototyping

7a –
Prototype
& tests :
introductio
n

2 - Fast
Forward
Wallet
exercise

3b Interview
guide
preparatio
n

WORKSHOP
PROGRESS PATH
3cEthnograp
hic
research

6b 6c Selection
of one
solution

7c – Tests
guide
preparatio
n
7d Testing

3a - Brief &
Observe
steps :
introductio
n

7e –
Debrief
tests –
prototype
improveme
nt

Brainstormi
ng

6a –
Presentatio
n:
Brainstormi
ng

8 – Final
solution
report
9 – Debrief
with the
coach

5 – Report
and
deliverable
s

4a Debrief &
point of
view :
introductio
n
4b Insights
analysis &
definition
of a point
of view

2/ FAST FORWARD WALLET
1H30
The fast forward wallet exercise is a famous exercise developed by the
Stanford d.school, that allows you to practice Design Thinking in one hour.
Your coach will guide you during all this exercise.
For this exercise, you be working in a pair.
Before starting, define who is A and who is B in your team and take a
moment to read the instructions.
In the upcoming hour, you will work both on your own and with your
teammate. As you have to experience each role and activity, the coach
will tell you when to switch role with your partner.
18

2 – Let’s Try : DESIGN THE IDEAL WALLET
2 – FALSE START: DESIGN THE IDEAL WALLET

Yourmission: Design the IDEAL wallet.
Sketch your ideashere!

3
MIN
25

OK, let’s jump right in
Come up with some ideas for the ‘ideal’ wallet.
Go ahead and draw an idea for a better wallet.

19

2 – Let’s Try: DESIGN THE IDEAL WALLET

Your mission: Design the IDEAL wallet.
Sketch your ideas here!

20

2 – STEP 1: INTERVIEW
2 – FALSE START: DESIGN THE IDEAL WALLET
YourNewmission: Design somethinguseful and meaningful for your partner. Start by gainingempathy.
1/ INTERVIEWS (4 min each)

2/ DIG DEEPER (3min each)

Notes fromyour 1st interview

Notes fromyour 2nd interview

4 MIN
Switch rolesand repeat interview

Switch rolesand repeat interview

28

A interviews B
Interview your partner:
Your challenge is to design something useful and meaningful
to your partner

21

2 – STEP 1: INTERVIEW
2 – FALSE START: DESIGN THE IDEAL WALLET
YourNewmission: Design somethinguseful and meaningful for your partner. Start by gainingempathy.
1/ INTERVIEWS (4 min each)

2/ DIG DEEPER (3min each)

Notes fromyour 1st interview

Notes fromyour 2nd interview

4 MIN
Switch rolesand repeat interview

Switch rolesand repeat interview

28

Switch roles: B
interviews A

Interview your partner:

Your challenge is to design something useful and meaningful
to your partner

22

2 – STEP 2: DIG DEEPER
2 – FALSE START: DESIGN THE IDEAL WALLET
YourNewmission: Design somethinguseful and meaningful for your partner. Start by gainingempathy.
1/ INTERVIEWS (4 min each)

2/ DIG DEEPER (3min each)

Notes fromyour 1st interview

Notes fromyour 2nd interview

3 MIN
Switch rolesand repeat interview

Switch rolesand repeat interview

28

A interviews B
again
Dig Deeper:
After the first interview, follow up on things that intrigued
you!
• Dig for stories, feelings, and emotion
• Ask ‘WHY?’ often
• Forget about the wallet, find out what’s important to your
partner.
23

2 – STEP 2: DIG DEEPER
2 – FALSE START: DESIGN THE IDEAL WALLET
YourNewmission: Design somethinguseful and meaningful for your partner. Start by gainingempathy.
1/ INTERVIEWS (4 min each)

2/ DIG DEEPER (3min each)

Notes fromyour 1st interview

Notes fromyour 2nd interview

3 MIN
Switch rolesand repeat interview

Switch rolesand repeat interview

28

Switch roles: B interviews A
again
Dig Deeper:
After the first interview, follow up on things that intrigued
you!
• Dig for stories, feelings, and emotion
• Ask ‘WHY?’ often
• Forget about the wallet, find out what’s important to your
partner.

24

2 – Let’s Try: DESIGN THE IDEAL WALLET

New mission: Design something useful and meaningful for your partner. Start by gaining emp

1/ INTERVIEWS

(4 min each)

Notes from your 1st interview

2/ DIG DEEPER

(3 min each)

Notes from your 2nd interview

Switch roles and repeat interview

Switch roles and repeat interview

25

2 – STEP 3: CAPTURE FINDINGS
3/4 – REFRAME THE PROBLEM
YourNew mission: Design somethinguseful and meaningful for your partner. Start by gaining empathy.
3/ CAPTURE FINDINGS

4/ TAKE A STANDWITH A POINT OFVIEW

Goals andWishes
What isyour partner tryingto achieve? (use verbs)
Partner’sname/Description

Needsa wayto
User’sneed

Insights:
New learningsabout your partner’sfeelings and motivations.
What’ssomething youseeabout your partner’sexperiencethat
maybes/hedoesn’t see?*
*makeinferencesfromwhat youheard

3 MIN

Because(or «but… » or «Surprisingly…»)
(circleone)

Insight

31

Take 3 minutes to collect your thoughts and reflect on what you
have learned about your partner. Synthesize your learning into two
groups:
1. Your partner’s goals and wishes
• Use verbs to express the goals and wishes
2. Insights you discovered
• For example, “buying with cash makes your partner value the
purchase more and take more care with decisions.” “Or, that
she sees a wallet as a reminder and organizing system, not a
carrying device.”

26

2 – STEP 4: REFRAME THE
PROBLEM
3/4 – REFRAME THE PROBLEM
YourNew mission: Design somethinguseful and meaningful for your partner. Start by gaining empathy.
3/ CAPTURE FINDINGS

4/ TAKE A STANDWITH A POINT OFVIEW

Goals andWishes
What isyour partner tryingto achieve? (use verbs)
Partner’sname/Description

Needsa wayto
User’sneed

Insights:
New learningsabout your partner’sfeelings and motivations.
What’ssomething youseeabout your partner’sexperiencethat
maybes/hedoesn’t see?*
*makeinferencesfromwhat youheard

Because(or «but… » or «Surprisingly…»)
(circleone)

3 MIN

Insight

31

Now, the most compelling need and most interesting insight is to
articulate a

point-of-view

27

3/4 – REFRAME THE PROBLEM

New mission: Design something useful and meaningful for your partner. Start by gaining emp
3/ CAPTURE FINDINGS

4/ TAKE A STAND WITH A POINT OF VIEW

oals and Wishes

hat is your partner trying to achieve? (use verbs)
Partner’s name/Description

Needs a way to
User’s need

Insights:
New learnings about your partner’s feelings and
Because (or « but… » or « Surprisingly… »)
motivations. What’s something you see about your (circle one)
partner’s experience that maybe s/he doesn’t see?*
*make inferences from what you heard

Insight

28

2 – STEP 5: IDEATE
5/6 – IDEATE & REFRAME
IDEATE: Generatealternative to test
5/ Sketch at least 5radical waysto meet youruser’sneeds. (5 min)
Writeyour problemstatement above

5 MIN

6/ Share yoursolutions & capture feedback. (2 sessions of 5 minutes each)
Notes

5 Sketch
34



Write your problem statement at the top of the page.



You have now to create solutions to the identified new
challenge



sketch your ideas: GO FOR VOLUME!

29

2 – STEP 6: FEEDBACK
5/6 – IDEATE & REFRAME
IDEATE: Generatealternative to test
5/ Sketch at least 5radical waysto meet youruser’sneeds. (5 min)
Writeyour problemstatement above

5 MIN

6/ Share yoursolutions & capture feedback. (2 sessions of 5 minutes each)
Notes

A asks B for
feedback

34

Partner A, share your sketches with Partner B first
Note the likes/dislikes, build on the idea, but also listen for new
insights.
Important: Fight the urge to explain and defend your ideas!

30

2 – STEP 6: FEEDBACK
5/6 – IDEATE & REFRAME
IDEATE: Generatealternative to test
5/ Sketch at least 5radical waysto meet youruser’sneeds. (5 min)
Writeyour problemstatement above

5 MIN

6/ Share yoursolutions & capture feedback. (2 sessions of 5 minutes each)
Notes

B asks A for
feedback

34

Partner B, share your sketches with Partner A now
Note the likes/dislikes, build on the idea, but also listen for new
insights.
Important: Fight the urge to explain and defend your ideas!

31

5/6 – IDEATE & REFRAME

DEATE: Generate an alternative to test

etch at least 5 radical ways to meet your user’s needs. (5 min)
Write your problem statement above

are your solutions & capture feedback. (2 sessions of 5 minutes each)
Notes

32

7 – ITERATE BASED ON FEEDBACK

Reflect and generate a new solution

(3 min)

ketch your big idea here, note if necessary!

33

2 – STEP 8: BUILD
8/9 – BUILD &TEST
8/ Buildyoursolution (7min)
Makesomething your partner caninteract with!

9/ Share yoursolution and get feedback (4 min each)
Whatworked…

WhatCouldbeimproved…

Questions…

Ideas…

7 MIN
39

Create a physical prototype of your solution
Create an experience that their partner can react to.
You can decide to test just one aspect of the overall solution.

34

2 – STEP 9: TEST
8/9 – BUILD &TEST
8/ Buildyoursolution (7min)
Makesomething your partner caninteract with!

9/ Share yoursolution and get feedback (4 min each)
Whatworked…

WhatCouldbeimproved…

Questions…

Ideas…

4 MIN
A shares prototype
with B

39

Validation of the prototype is not the point—it should be an artifact that
facilitates a new, targeted conversation.
Your prototype is NOT PRECIOUS, but the feedback and new insights it
draws out are!
Take notes!

35

2 – STEP 9: TEST
8/9 – BUILD &TEST
8/ Buildyoursolution (7min)
Makesomething your partner caninteract with!

9/ Share yoursolution and get feedback (4 min each)
Whatworked…

WhatCouldbeimproved…

Questions…

Ideas…

4 MIN
B shares prototype
with A

39

Validation of the prototype is not the point—it should be an artifact that
facilitates a new, targeted conversation.
Your prototype is NOT PRECIOUS, but the feedback and new insights it
draws out are!
Take notes!

36

8/9 – BUILD & TEST

8/ Build your solution

(7 min)

Make something your partner can interact with!

Share your solution and get feedback
What worked…

(4 min each)

What Could be improved…

Questions…

Ideas…

37

2 – TAKEAWAYS

HUMAN
CENTERED
DESIGN

EXPERIMENTATI
ON AND
PROTOTYPYING

A BIAS
TOWARDS
ACTION

SHOW
DON’T
TELL

POWER OF
ITERATION
38

EMPATHIZE
Learn about the audience for whom you are designing, by
observation and interview.
Who is my user? What matters to this person?

39

3a- BRIEF AND
OBSERVE PHASE

1Introductio
n to Design
Thinking

7b Prototyping

7a –
Prototype
& tests :
introductio
n

2 - Fast
Forward
Wallet
exercise

3b Interview
guide
preparatio
n

WORKSHOP
PROGRESS PATH
3cEthnograp
hic
research

6b 6c Selection
of one
solution

7c – Tests
guide
preparatio
n
7d Testing

3a - Brief &
Observe
steps :
introductio
n

7e –
Debrief
tests –
prototype
improveme
nt

Brainstormi
ng

6a –
Presentatio
n:
Brainstormi
ng

8 – Final
solution
report
9 – Debrief
with the
coach

5 – Report
and
deliverable
s

4a Debrief &
point of
view :
introductio
n
4b Insights
analysis &
definition
of a point
of view

3.a/ BRIEF
30
MIN

A brief is a sentence explaining what will be
your mission.
What experience do you need to rethink, what
will you have to work on, to REINVENT ?
Few examplesExtreme
of Design Thinking
briefs :
Reinventing the

Redesigning
Employment Pass
Application in
Singapore
The Ministry of
Manpower’s used
design thinking to
develop a better
support
for
foreigners
applying to work
in Singapore.

Bathroom Users:
Embraces the
Elderly
Lapeyre, a major
French
furniture
company
challenged
an
international
team of students
to redesign the
bathroom
experience for the
elderly.

US Tax Forms
experience
This case reveals
how
design
thinking
within
the organization
must
include
members of the
whole
organization
in
the
design
process
42

3.a/ THE BRIEF
REINVENT THE WELCOME GIFT
FOR NEW SKEMA STUDENTS
Your team is to reinvent the welcome gift that every new student receives on his or her first
day at Skema.
To do so, you will follow the Design Thinking process and will have access to several videos
of Skema Management who provide you their points of view, needs, constraints and wishes.
Watch those videos.
The experts will
explain what are
their needs and
requests about the
welcome gift

Connect to
Knowledge DESIGN
THINKING
 MediaBox

Videos from experts:
• Jérôme Ars, procurement dpt
• Anne Gérard, Student Office
• Sophie Gay, Grandes Ecoles program dpt
• Pascal Vidal, Programme
• Denis Boissin, Programme
• Katrina Panchout, Programme
• Christine Bracaval, communication dpt
• Laubie Li, Suzhou campus mgt
• Elise Tosi, direction qualité & Accréditation
• Corinne Bonnin, Student Life &
43
Associations

44

EVALUATION
You will be evaluated during all the seminar on three deliverables and 1 Project
criteria.
Deliverables
- A : Interview Guide (step 3a)
- B : Ethnographic research – Inspiration report (step 5)
- C : Prototype & tests / final solution and presentation (step 8)
You will have 3 days to reinvent a product (the brief will be explained shortly)
with your team. Each campus of Skema will work on the same brief. At the end
of the workshop, a winning team will be selected for each campus.
Among those 6 projects, the Skema management will select one winning project
to be developped as the new welcome gift for Skema students.

45

COMMUNICATION:
SHARE YOUR EXPERIENCE
The main objective of communicating around this project is to generate
engagement. So do not hesitate to build an effective communication
strategy during the seminar.
Capture key moments of your experience in a fun and relevant way !
(Respect social media etiquette ;)
A few suggestions:
• Communicate via Twitter (Weibo for Suzhou)
• For the rest, you may use any other social media (Facebook, Instagram,
Snapchat, LinkedIn, …)
• Please use for your posts:
 #SkemaDT for everybody, every campus, every post !
 #CampusTeam according to their campus and team number
(example for the Team 3 from Paris Campus : #ParisT3, for the
Team 10 from Belo Campus : #BeloT10, …)
46

1Introductio
n to Design
Thinking

7b Prototyping

7a –
Prototype
& tests :
introductio
n

2 - Fast
Forward
Wallet
exercise

3b Interview
guide
preparatio
n

WORKSHOP
PROGRESS PATH
3cEthnograp
hic
research

6b 6c Selection
of one
solution

7c – Tests
guide
preparatio
n
7d Testing

3a - Brief &
Observe
steps :
introductio
n

7e –
Debrief
tests –
prototype
improveme
nt

Brainstormi
ng

6a –
Presentatio
n:
Brainstormi
ng

8 – Final
solution
report
9 – Debrief
with the
coach

5 – Report
and
deliverable
s

4a Debrief &
point of
view :
introductio
n
4b Insights
analysis &
definition
of a point
of view

3.a - OBSERVE
The objective of this step is to understand USER context and environment.
Developping empathy with your users is key to have a deep understanding of
THEIR needs in order to innovate FOR THEM.
Identify your users, are there any heavy
users who could ?
Interview them in situation.
Put yourself in the shoes of your users
Understand the context, observe the
users, synthetise your findings
Take pictures, videos, notes !

Think about the 6 Ws :
o Who
o What
o When
o How
o Why
o Where

Videos to go further :
o Lucky Iron Fish (3min43)
o d.school Paris and the aging simul
ator (1min25)

48

1Introductio
n to Design
Thinking

7b Prototyping

7a –
Prototype
& tests :
introductio
n

2 - Fast
Forward
Wallet
exercise

3b Interview
guide
preparatio
n

WORKSHOP
PROGRESS PATH
3cEthnograp
hic
research

6b 6c Selection
of one
solution

7c – Tests
guide
preparatio
n
7d Testing

3a - Brief &
Observe
steps :
introductio
n

7e –
Debrief
tests –
prototype
improveme
nt

Brainstormi
ng

6a –
Presentatio
n:
Brainstormi
ng

8 – Final
solution
report
9 – Debrief
with the
coach

5 – Report
and
deliverable
s

4a Debrief &
point of
view :
introductio
n
4b Insights
analysis &
definition
of a point
of view

3.b – OBSERVE

interview guide

1H20
Before going out on the field to meet
your users, prepare an interview
guide :
• Define what you want to learn, what
you need to ask (and what is the real
question).
• Try to ask open questions.
• Ask people to introduce themselves, to
tell you about their experience with
the product, what do they like, what do
they miss, what would they like to be
different,…
• Create
confidentGUIDE
context,
make
YOUR a
INTERVIEW
WILL BE
people
comfortable
to talk.
THE feel
FIRST
DELIVERABLE
OF THE
SEMINAR: 1 PAGE

• Ask if you can take pictures

Give roles to each
members of the team :
• Who asks questions ?
• Who takes notes ?
• Who
takes
videos ?

pictures

/

! Think out of the box !
Do not only interview people from
Skema !
Do you have friends in other schools
who might
be interesting to interview ?
Are there other schools around you
to go and meet students ?
Do not only interview students !
Make 2 teams of 3 if it’s easier !
! Think big !
50

3.b – OBSERVE

interview guide

Don’t forget to ask yourself :
- Who are you users /
stakeholders
- What are their needs and
challenges
More info
on the
:
- What
should
wePDF
observe
Interview for empathy
specifically
(dschool)

How to drive a design thinking
interview
51

3c- ETHNOGRAPHIC
RESEARCH

1Introductio
n to Design
Thinking

7b Prototyping

7a –
Prototype
& tests :
introductio
n

2 - Fast
Forward
Wallet
exercise

3b Interview
guide
preparatio
n

WORKSHOP
PROGRESS PATH
3cEthnograp
hic
research

6b 6c Selection
of one
solution

7c – Tests
guide
preparatio
n
7d Testing

3a - Brief &
Observe
steps :
introductio
n

7e –
Debrief
tests –
prototype
improveme
nt

Brainstormi
ng

6a –
Presentatio
n:
Brainstormi
ng

8 – Final
solution
report
9 – Debrief
with the
coach

5 – Report
and
deliverable
s

4a Debrief &
point of
view :
introductio
n
4b Insights
analysis &
definition
of a point
of view

3.c – ETHNOGRAPHIC RESEARCH
1H5
5
Now it’s time to go into the field !
Go out of your classroom and meet students, teachers, … Tell them about your
brief and ask them the questions you have prepared.
Don’t forget to create empathy with your users, to take pictures and to ask for
stories, personal experiences…
Name
Age
Job

You can take notes
using this table. It will
help you debrief your
interviews.

What he/she said
What you observed
What did surprise
you
To remember about
this interview
This template is avalaible on the platform

54

DEFINE
Create a point of view that is based on user needs and insights.
What are their needs?

1Introductio
n to Design
Thinking

7b Prototyping

7a –
Prototype
& tests :
introductio
n

2 - Fast
Forward
Wallet
exercise

3b Interview
guide
preparatio
n

WORKSHOP
PROGRESS PATH
3cEthnograp
hic
research

6b 6c Selection
of one
solution

7c – Tests
guide
preparatio
n
7d Testing

3a - Brief &
Observe
steps :
introductio
n

7e –
Debrief
tests –
prototype
improveme
nt

Brainstormi
ng

6a –
Presentatio
n:
Brainstormi
ng

8 – Final
solution
report
9 – Debrief
with the
coach

5 – Report
and
deliverable
s

4a Debrief &
point of
view :
introductio
n
4b Insights
analysis &
definition
of a point
of view

4.a – DEBRIEF

interview guide

Summarise, for each user you
interviewed :

Name
Age
Job
What he/she said
Verbatim
What you observed
What surprised you
Points to be noted
from this interview
This template is avalaible on the platform

Select verbatim (= meaningful quote of users)
57

4.a – DEBRIEF

interview guide

You may have noticed that sometimes, people say things during the interview but seem to
think differently, or feel ashamed of telling you the truth. This empathy map may help you to
summarise those different feelings / actions.
You can use it for your most inspiring interviews

Whatdo they THINKand FEEL?
(worries& aspirations, major preoccupations, underlying
thoughs and fears…)

Whatdo they HEAR?

Whatdo they SEE?

(what friends, colleagues say, what influencers, boss,
guidelines say, what independent media say …)

(environment (physical / digital), behaviours of others,
market offer/ competition …)

Whatdo they SAYand DO?
(attitude in public /appearance, behaviour towards others,
products, brands & services they use …)

Major GAINS

Major PAINS
(fears, frustrations, obstacles …)

(wants & needs, measures of success, goals …)

This template is avalaible on the
platform

58

1Introductio
n to Design
Thinking

7b Prototyping

7a –
Prototype
& tests :
introductio
n

2 - Fast
Forward
Wallet
exercise

3b Interview
guide
preparatio
n

WORKSHOP
PROGRESS PATH
3cEthnograp
hic
research

6b 6c Selection
of one
solution

7c – Tests
guide
preparatio
n
7d Testing

3a - Brief &
Observe
steps :
introductio
n

7e –
Debrief
tests –
prototype
improveme
nt

Brainstormi
ng

6a –
Presentatio
n:
Brainstormi
ng

8 – Final
solution
report
9 – Debrief
with the
coach

5 – Report
and
deliverable
s

4a Debrief &
point of
view :
introductio
n
4b Insights
analysis &
definition
of a point
of view

4.b – INSIGHT & POINT OF VIEW
50
MIN
The Define step is critical to the design process because it results in
your point-of-view (POV): the explicit expression of the problem you are
striving to address. More importantly, your POV defines the RIGHT
challenge to address, based on your new understanding of people and the
problem space. It may seem counterintuitive but crafting a more narrowly
focused problem statement tends to yield both greater quantity and
higher quality solutions when you are generating ideas.
The Define step is also an endeavor to summarise your scattered findings
into powerful insights. It is this summary of your empathy work that gives
you the advantage that no one else has: discoveries that you can
leverage to tackle the design challenge; that is, INSIGHT.
An introduction to Design Thinking – Proces guide d.school Stanford
60

4.b – INSIGHT & POINT OF VIEW
Here are some examples of how to define your point of view:
User Need Statement

Point of View Question
HMW…?

I am a college student and I hate
folding laundry because I can’t
seem to fold it the right way.

How might we create a tool
to help the college student
fold laundry?

I am the mother of five-year-old
twins who hate vegetables of all
kinds. I am worried about their
nutritional needs.

How might we help the
mother succeed in getting
her children to eat
vegetables?

I am a farmer who has a hard time
getting up early even though I
know I have to to take care of the
animals. I keep sleeping through
my alarm.

How might we create
something to help the farmer
wake up on time each
morning?
d.School Stanford WIKI 61

4.b – INSIGHT & POINT OF VIEW
The next steps of this seminar will help you to find a solution to
this need.

62

1Introductio
n to Design
Thinking

7b Prototyping

7a –
Prototype
& tests :
introductio
n

2 - Fast
Forward
Wallet
exercise

3b Interview
guide
preparatio
n

WORKSHOP
PROGRESS PATH
3cEthnograp
hic
research

6b 6c Selection
of one
solution

7c – Tests
guide
preparatio
n
7d Testing

3a - Brief &
Observe
steps :
introductio
n

7e –
Debrief
tests –
prototype
improveme
nt

Brainstormi
ng

6a –
Presentatio
n:
Brainstormi
ng

8 – Final
solution
report
9 – Debrief
with the
coach

5 – Report
and
deliverable
s

4a Debrief &
point of
view :
introductio
n
4b Insights
analysis &
definition
of a point
of view

5 – DELIVERABLES
1H25
• Congratulations, you are done with the first big step of the
design thinking process, THE INSPIRATION.
• You have now gathered enough materials to understand the
context, your users’ needs, the constraints and the
expectations.
• These elements will be transcribed in your Inspiration Report.

YOUR INSPIRATION STEP REPORT
IS THE SECOND DELIVERABLE OF
THE SEMINAR
You will find the template to use
on the platform.
64

IDEATE
Brainstorm and come up with as many creative solutions as
possible.
Wild ideas encouraged!

1Introductio
n to Design
Thinking

7b Prototyping

7a –
Prototype
& tests :
introductio
n

2 - Fast
Forward
Wallet
exercise

3b Interview
guide
preparatio
n

WORKSHOP
PROGRESS PATH
3cEthnograp
hic
research

6b 6c Selection
of one
solution

7c – Tests
guide
preparatio
n
7d Testing

3a - Brief &
Observe
steps :
introductio
n

7e –
Debrief
tests –
prototype
improveme
nt

Brainstormi
ng

6a –
Presentatio
n:
Brainstormi
ng

8 – Final
solution
report
9 – Debrief
with the
coach

5 – Report
and
deliverable
s

4a Debrief &
point of
view :
introductio
n
4b Insights
analysis &
definition
of a point
of view

6a – BRAINSTORMING: INTRODUCTION
15
MIN
• The objective of this step is to
generate as many ideas as possible.
Don’t be afraid of wild ideas, once
again, think out of the box, go for
quantity !
• Use your « How might we » point of
view as a question to answer during
the brainstorming.

To go further :
Method
Brainstorming
(dschool)

• Even if you are going to be very
creative, it is really important to
respect the rules described hereafter
to achieve a brainstorming !
67

6a – BRAINSTORMING: INTRODUCTION
Different ways of brainstorming :
- Classic
Generate as many ideas as possible by answering the question « how might we … »

68

6a – BRAINSTORMING: INTRODUCTION
Different ways of brainstorming :
- 6 hats
Six distinct directions are identified and assigned a color. The six directions are:
Managing Blue – what is the subject? what are we thinking about? what is the goal?
Can look at the big picture.
Information White – considering purely what information is available, what are the
facts?
Emotions Red – intuitive or instinctive gut reactions or statements of emotional
feeling (but not any justification)
Discernment Black – logic applied to identifying reasons to be cautious and
conservative. Practical, realistic.
Optimistic response Yellow – logic applied to identifying benefits, seeking
harmony. Sees the brighter, sunny side of situations.
Creativity Green – statements of provocation and investigation, seeing where a
thought goes. Thinks creatively, out of the box.

69

6a – BRAINSTORMING: INTRODUCTION
Different ways of brainstorming :
- Reverse brainstorming
Reverse the initial question in order to generate many ideas you will reverse again
at the end (i.e. : if you are working on « How might we improve train travel
experience for customers ? », the reverse question would be « How might we
transform the train travel experience into a nightmare for customers ? » After
generating many ideas, chose the best one and reverse them again in order to get
solutions that fit your initial question

70

6a – BRAINSTORMING: INTRODUCTION
Different ways of brainstorming :
- Pictures brainstorming
Use magazines, revues, to find images that inspire you and help you to generate as
many ideas as possible answering the initial question

No matter which version you chose, everybody has to write down
its ideas on post-it notes and share them verbally with the rest of
the group.
71

6b – BRAINSTORMING

RULES

60
MIN

Source : Stanford d.school
72

1Introductio
n to Design
Thinking

7b Prototyping

7a –
Prototype
& tests :
introductio
n

2 - Fast
Forward
Wallet
exercise

3b Interview
guide
preparatio
n

WORKSHOP
PROGRESS PATH
3cEthnograp
hic
research

6b 6c Selection
of one
solution

7c – Tests
guide
preparatio
n
7d Testing

3a - Brief &
Observe
steps :
introductio
n

7e –
Debrief
tests –
prototype
improveme
nt

Brainstormi
ng

6a –
Presentatio
n:
Brainstormi
ng

8 – Final
solution
report
9 – Debrief
with the
coach

5 – Report
and
deliverable
s

4a Debrief &
point of
view :
introductio
n
4b Insights
analysis &
definition
of a point
of view

6c – SELECTION OF ONE SOLUTION
30
• MIN
If no proposition

comes out as the clear favorite, one solution might be to

vote.
• Give each team member a total of 5 points that they can allocate to the
solutions they like (they distribute their points the way they want, giving 1
to 5 points to their favorites). The solution with the higher score is chosen!

easy
difficult

A solution with
an easy
implementation
and
a high user
impact
is the best
one !

IMPLEMENTATION

• If several solutions have the same amount of points, you can also draw a
matrix comparing the impact of the solution with the difficulty of
implementation (see below) :

low

high

IMPACT FOR THE USERS

74

PROTOTYPE & TEST
Build a representation of one or more of your ideas to show to others.
How can I show my idea?
Remember : A prototype is just a rough draft!
Share your prototyped idea with your original user for feedback.
What worked?
What didn’t?

1Introductio
n to Design
Thinking

7b Prototyping

7a –
Prototype
& tests :
introductio
n

2 - Fast
Forward
Wallet
exercise

3b Interview
guide
preparatio
n

WORKSHOP
PROGRESS PATH
3cEthnograp
hic
research

6b 6c Selection
of one
solution

7c – Tests
guide
preparatio
n
7d Testing

3a - Brief &
Observe
steps :
introductio
n

7e –
Debrief
tests –
prototype
improveme
nt

Brainstormi
ng

6a –
Presentatio
n:
Brainstormi
ng

8 – Final
solution
report
9 – Debrief
with the
coach

5 – Report
and
deliverable
s

4a Debrief &
point of
view :
introductio
n
4b Insights
analysis &
definition
of a point
of view

7a – PROTOTYPE & TEST
15
MIN
The goals of the
prototype are :


Make an idea
tangible



Evaluate the
value of an idea



Share your
concept in a
tangible way



Reinforce
empathy
77

7a – PROTOTYPE & TEST

KEY TAKEAWAYS
• Prototyping is key for clearing any
misunderstandings and clarity of ideas
• Fail early and often
• ITERATE!
• Reuse existing items
• One prototype = One objective

78

1Introductio
n to Design
Thinking

7b Prototyping

7a –
Prototype
& tests :
introductio
n

2 - Fast
Forward
Wallet
exercise

3b Interview
guide
preparatio
n

WORKSHOP
PROGRESS PATH
3cEthnograp
hic
research

6b 6c Selection
of one
solution

7c – Tests
guide
preparatio
n
7d Testing

3a - Brief &
Observe
steps :
introductio
n

7e –
Debrief
tests –
prototype
improveme
nt

Brainstormi
ng

6a –
Presentatio
n:
Brainstormi
ng

8 – Final
solution
report
9 – Debrief
with the
coach

5 – Report
and
deliverable
s

4a Debrief &
point of
view :
introductio
n
4b Insights
analysis &
definition
of a point
of view

7b – PROTOTYPING
1H20
Now that you have selected one idea that you want to develop, you
will need to prototype it.
Prototyping materials are avalaible to help you. You can also use
anything you can find around you and re-use existing items, as
suggested earlier.
Don’t create any attachment to your prototype. When you test it,
don’t try to explain or to justify why you made it. Accept positive and
negative feedback.

YOUR PROTOTYPE IS A WAY TO PRESENT YOUR IDEA TO
USERS
IN A TANGIBLE WAY.
80

1Introductio
n to Design
Thinking

7b Prototyping

7a –
Prototype
& tests :
introductio
n

2 - Fast
Forward
Wallet
exercise

3b Interview
guide
preparatio
n

WORKSHOP
PROGRESS PATH
3cEthnograp
hic
research

6b 6c Selection
of one
solution

7c – Tests
guide
preparatio
n
7d Testing

3a - Brief &
Observe
steps :
introductio
n

7e –
Debrief
tests –
prototype
improveme
nt

Brainstormi
ng

6a –
Presentatio
n:
Brainstormi
ng

8 – Final
solution
report
9 – Debrief
with the
coach

5 – Report
and
deliverable
s

4a Debrief &
point of
view :
introductio
n
4b Insights
analysis &
definition
of a point
of view

7c – TESTING GUIDE
30
MIN
Before going back to the field to test your prototype with your
users, you need to define what exactly you want to learn from
your prototype and what questions you will ask the users.
LIKE THE INTERVIEW GUIDE, YOU NEED TO WRITE A
TESTING GUIDE.
Observe let your users interact with your prototype without any
instructions to see if and how they understand it !
As for the interviews, divide the roles between the team
members and don’t forget to take pictures !

82

1Introductio
n to Design
Thinking

7b Prototyping

7a –
Prototype
& tests :
introductio
n

2 - Fast
Forward
Wallet
exercise

3b Interview
guide
preparatio
n

WORKSHOP
PROGRESS PATH
3cEthnograp
hic
research

6b 6c Selection
of one
solution

7c – Tests
guide
preparatio
n
7d Testing

3a - Brief &
Observe
steps :
introductio
n

7e –
Debrief
tests –
prototype
improveme
nt

Brainstormi
ng

6a –
Presentatio
n:
Brainstormi
ng

8 – Final
solution
report
9 – Debrief
with the
coach

5 – Report
and
deliverable
s

4a Debrief &
point of
view :
introductio
n
4b Insights
analysis &
definition
of a point
of view

7d – TESTING
1H45
You can capture feedback on your prototype by using
this table
What worked
To be improved

Questions

New ideas

84

1Introductio
n to Design
Thinking

7b Prototyping

7a –
Prototype
& tests :
introductio
n

2 - Fast
Forward
Wallet
exercise

3b Interview
guide
preparatio
n

WORKSHOP
PROGRESS PATH
3cEthnograp
hic
research

6b 6c Selection
of one
solution

7c – Tests
guide
preparatio
n
7d Testing

3a - Brief &
Observe
steps :
introductio
n

7e –
Debrief
tests –
prototype
improveme
nt

Brainstormi
ng

6a –
Presentatio
n:
Brainstormi
ng

8 – Final
solution
report
9 – Debrief
with the
coach

5 – Report
and
deliverable
s

4a Debrief &
point of
view :
introductio
n
4b Insights
analysis &
definition
of a point
of view

7e – DEBRIEF TEST & PROTO IMPROVEMENT
60
MIN
Thanks to all the feedback you received, and maybe the
new insights that emerged from meeting new users
during your tests, you are now able to see what worked
and what didn’t in the first idea prototype.

Take some time to debrief with your team
all the information you gathered during
your tests.

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THE SOLUTION

1Introductio
n to Design
Thinking

7b Prototyping

7a –
Prototype
& tests :
introductio
n

2 - Fast
Forward
Wallet
exercise

3b Interview
guide
preparatio
n

WORKSHOP
PROGRESS PATH
3cEthnograp
hic
research

6b 6c Selection
of one
solution

7c – Tests
guide
preparatio
n
7d Testing

3a - Brief &
Observe
steps :
introductio
n

7e –
Debrief
tests –
prototype
improveme
nt

Brainstormi
ng

6a –
Presentatio
n:
Brainstormi
ng

8 – Final
solution
report
9 – Debrief
with the
coach

5 – Report
and
deliverable
s

4a Debrief &
point of
view :
introductio
n
4b Insights
analysis &
definition
of a point
of view

8 – THE SOLUTION
1H30
Based on the information, define how to improve
both your idea and your prototype.
By using the template « Final solution » on the
platform, justify why is it for you the best solution
to fit your user’s needs and explain how you have
improved your first prototype thanks to the
feedback.
Take pictures of your final prototype !

THIS FINAL SOLUTION REPORT
WILL BE THE THIRD DELIVERABLE
OF THE SEMINAR
89

PITCH
2 minutes – presentation
3 minutes – Q&A

PITCH
Prepare, as a team, a two-minute presentation of
your work and your project.
Which
problems
have
you
concerning the welcome gift ?

identified

What are the students needs ?
What have you decided to do to answer
those problems ?
What is the reaction of your users ?
What is your final solution ?
Why does
needs ?

this

solution

fit

your

users

91

PITCH – winning teams
In each TD group, the winning team will have to film a 2 min video of
their pitch, after having received comments from their coach and
colleagues.
The video has to be uploaded before the end of day #3 to the
Chewchunk platform using the following link:

http://bnc.chewchunks.com/JrPh/ysWbcaGlSz

92

DEBRIEFING

1Introductio
n to Design
Thinking

7b Prototyping

7a –
Prototype
& tests :
introductio
n

2 - Fast
Forward
Wallet
exercise

3b Interview
guide
preparatio
n

WORKSHOP
PROGRESS PATH
3cEthnograp
hic
research

6b 6c Selection
of one
solution

7c – Tests
guide
preparatio
n
7d Testing

3a - Brief &
Observe
steps :
introductio
n

7e –
Debrief
tests –
prototype
improveme
nt

Brainstormi
ng

6a –
Presentatio
n:
Brainstormi
ng

8 – Final
solution
report
9 – Debrief
with the
coach

5 – Report
and
deliverable
s

4a Debrief &
point of
view :
introductio
n
4b Insights
analysis &
definition
of a point
of view

9 – DEBRIEFING WITH THE COACH
30
MIN

CONGRATULATIONS, YOU HAVE DONE THE
ENTIRE DESIGN THINKING PROCESS !

After those two intensive days of work, you have
discovered the Design thinking process, a new way of
creating value and you may have built your first (but not
last !) innovative product.
Take some time with your coach to debrief.
To do so, you can tell yourself
- I liked …
- I wished …
- What if …

95

TO GO FURTHER
You can find materials (PDF,
videos, books, …) to go
further on Design Thinking on
the platform.

Don’t forget to
think outside the
box and to get out
of your office !

d.School Stanford

96