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FINDING YOUR WAY
DESIGN THINKING AS AN APPROACH TO PROBLEM SOLVING
SUSANNE BUCKLEY, REBECCA GOLDSWORTHY,
MICHELLE HARRISON, KATE MASTERS, MEGAN O’BRIEN,
POPPY PREZIOS, ELIZABETH QUILTY
UNIVERSITY OF SYDNEY LIBRARY
WAYFINDING PROJECT STAGE 1
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WAYFINDING PROJECT STAGE 2
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WHAT IS DESIGN THINKING?
Design Thinking is a methodological
framework for creative, innovative, usercentred problem-solving. Users are kept front
and centre throughout the problem-solving
process, and it is vital that we as creative problem
solvers let the user’s speak to us throughout the
lifecycle of a project.
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WHAT IS DESIGN THINKING?
CUSTOMISED DESIGN THINKING PROCESS
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EMPATHISE TO DEFINE
WAYFINDING DESIGN DEFINITION
Is the way in which structural, environmental and graphical elements
are employed to provide cues (information) to users that enables
them to orient themselves, navigate their environment (virtual and
physical) and successfully achieve their goals.
Is an intuitive and logical schema that provides users with a pain-free
experience, regardless of their situational expertise; they do not “have
to think like web designers or architects”.
Is “Clever direction”
Will provide avenues for exploration and serendipity – providing
direction not only when a destination is known, but when a destination
is unknown. It is anticipatory and will enrich the user experience.
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TELLING THE STORY OF USERS
USERS DRIVE PROJECT DESIGN
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USERS ARE MORE THAN DEMOGRAPHICS
PERSONAS: ENRICHING REAL DATA
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IMAGINE THE USER EXPERIENCE
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DEFINE PROBLEMS & GENERATE IDEAS
TOOLS & PROCESSES FOR USER-CENTRED DESIGN
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OVERARCHING WAYFINDING THEME
MAJOR THEME DRAWN FROM DATA ANALYSIS
Wayfinding devices need to be placed where and when
required to anticipate user needs. The potential to provide
value-added services to standard solutions should be
considered.
All devices must adhere to readability and usability principles –
height for disabilities, colour, language used (no jargon) etc.
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A PROJECT WITHIN A PROJECT
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PROTOTYPE & INITIATION OF PILOT
IDENTIFYING USER NEEDS: FLIP CHART SURVEY
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THEY TOLD US WHAT THEY WANTED
IDENTIFYING USER NEEDS: FLIPCHART DATA ANALYSIS
Touchscreen show temperature in the library
Public phones on level 3 need to be back in operation
Touchscreen provide access to Library catalogue
Touchscreen show a daily joke
Have 1 printing system instead of 2
More pods, more everything!
Touchscreen show opening hours and dates if closed (incl stuvac)
Touchscreen show easy to understand info on where books are…
Longer opening hours
Touchscreen show where there are free study spots
Touchscreen show where there are free computers
Library open for 24 hours, 7 days
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ADDITIONAL ANALYSIS
IDENTIFYING USER NEEDS: OBSERVATION
Trial of observation iPad app, ‘People Watcher’
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REFLECTION
WHAT WE LEARNT
 DT needs to be run in conjunction with a project management
framework
 Involving stakeholders at the beginning of the project increases
engagement and project buy-in
 DT is a time intensive process
 DT is a practice that requires reflection through all project phases
 As users are the focus of DT, being open to having your ideas
challenged is essential
 Fiction can never replace real data or usability testing
 Explaining DT to staff outside the project helped us refine our
persona development processes, and further embed user-centred
problem solving at an organisational level.
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REFLECTION
BENEFITS OF USING DESIGN THINKING
 The persona and scenario development process helped us not only
identify potential negative user experiences or pain points, but it
highlighted opportunities where we could modify our current
services and enhance the user experience.
 By keeping users at the heart of the design process we were
presented with ideas we hadn’t conceived of and answers to
questions we didn’t ask.
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