Certified DESIGN THINKING for agile product scoping

Kick-start your Design Thinking journey with 12 activities to immediately put in practice with this pragmatic guide

This DESIGN THINKING for agile product scoping course is designed for those who don’t have time to loose and want to move quickly from theoretical concepts to practice.

What you’ll learn

  • Enterprise Design Thinking.
  • Design Thinking practices.
  • Observe, Reflect & Make loop.
  • Problem solving.
  • Creative & Critical thinking.

Course Content

  • Introduction and Overview –> 1 lecture • 2min.
  • OBSERVE –> 5 lectures • 17min.
  • REFLECT –> 3 lectures • 9min.
  • MAKE –> 4 lectures • 18min.

Certified DESIGN THINKING for agile product scoping

Requirements

This DESIGN THINKING for agile product scoping course is designed for those who don’t have time to loose and want to move quickly from theoretical concepts to practice.

This course is for you if :

  • You are interested by Agile product scoping,
  • You are interested by Design Thinking,
  • You want to be able to practice Design Thinking BEFORE you finish reading.

The activities covered are :

  1. Stakeholder Mapping : the visual process of laying out all the stakeholders of a product, project, or idea on one map. The main benefit of a stakeholder map is to get a visual representation of all the people who can influence your project and how they are connected.
  2. Hopes & Fears : Learn and discuss your stakeholders’ hopes and fears before starting a project or on-boarding new team members.
  3. Design Research Plan : a document that clarifies how to approach the research, touching upon research goals, selected methodologies, types of participants and tools used, timeline and locations.
  4. Synthesize Research : Synthesis is the combining of information in a meaningful way, and it requires more than simply placing quotes from other sources into your paper. In order to successfully synthesize your research findings, you need to summarize the information, evaluate it, interpret it, and draw conclusions for your team.
  5. Empathy Map : Build empathy for your users through a conversation informed by your team’s observations.
  6. Scenario Map (AS-IS journey) : Build a better understanding of your users’ current experience by documenting collective understanding of user workflows and are best used as precursors to exploring new ideas or for finding the right problem to solve.
  7. Big Ideas Vignettes : Rapidly diverge on a breadth of possible solutions to meet your users’ needs any time your team gets stuck or you feel there’s a better way to do something. Everyone has ideas. Don’t make the mistake of leaving idea generation only to the designers, the engineers, the project owners, or the executives. Everyone has a unique perspective on the user and the problem, so everyone should contribute ideas for solutions.
  8. Prioritization Grid : Decide your next move by focusing on the intersection of importance and feasibility. While prioritization is most helpful at the beginning of a project, it’s also worth taking time to prioritize before an iteration or sprint. You can use this activity to prioritize anything, from ideas generated in big-idea vignettes to user stories in your backlog.
  9. Scenario Map (TO-BE journey) : Draft a vision of your user’s future experience to show how your ideas address their current needs by envisioning a better future for your users. Use them as you’re coming up with potential solutions to see how your ideas would fit within your user’s world, and how they might address the their needs. A To-be Scenario Map is a great artifact to put in front of stakeholders and users to align on your team’s intent.
  10. Storyboards : Communicate ideas through visual stories that showcase how they fit into your users’ lives once you know the problem you’re trying to solve and for whom. Note that storyboarding isn’t the same as wireframing. Instead, you use Storyboards to create a low-fidelity narrative that focuses on people and their actions, thoughts, goals, emotions, and relationships. While you can include user interfaces as props in your story, avoid drawing too many screens.
  11. Cognitive Walkthrough & Feedback Grid : Gather and organize feedback from users, team members, or stakeholders anytime you’re trying to make sense of what people are trying to tell you. You can create them during—or directly after—a user observation, a Playback, or an engagement.
  12. MVP & Experience-based Roadmap : Break down your long-term experience into the most essential near-term outcomes for your user once you’ve identified your user’s real problems, and established a direction on how to solve them. This will help you scope what you’d like your users to be able to do, and when you’ll deliver those experiences.

This course is based on Enterprise Design Thinking toolkit and is aiming to facilitate your learning journey.

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