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Mapa mental

Iterate and testing

juan david herrera osorio Español

Contenido del mapa

Iterate and testing

  1. Beginner's mind

    • Keeping a begginer's mindset
  2. Test early and test often

    • Setting up your test
      • Set objectives
      • Recruiting users
      • Testing the prototype
  3. The challenges of innovación

    • The solutions superios
      • Defining problems in obvious, conventional ways, not surprisingly, often leads to obvious, conventional solutions. Asking a more interesting question can help teams discover more-original ideas. The risk is that some teams may get indefinitely hung up exploring a problem,
    • Lower risks and costs.
      • Uncertainty is unavoidable in innovation. That’s why innovators often build a portfolio of options. The trade-off is that too many ideas dilute focus and resources. To manage this tension, innovators must be willing to let go of bad ideas—to “call the baby ugly,” as a manager in one of my studies described it. Unfortunately, people often find it easier to kill the creative (and arguably riskier) ideas than to kill the incremental ones.
    • Employee buy-in.
      • An innovation won’t succeed unless a company’s employees get behind it. The surest route to winning their support is to involve them in the process of generating ideas. The danger is that the involvement of many people with different perspectives will create chaos and incoherence.
    • The Beauty of Structure
      • Customer Discovery
        • Immersion.
          • Design thinking takes a different approach: Identify hidden needs by having the innovator live the customer’s experience.
          • Sense making.
            • One of the most effective ways to make sense of the knowledge generated by immersion is a design-thinking exercise called the Gallery Walk. In it the core innovation team selects the most important data gathered during the discovery process and writes it down on large posters. Often these posters showcase individuals who have been interviewed, complete with their photos and quotations capturing their perspectives
            • Alignment
              • The final stage in the discovery process is a series of workshops and seminar discussions that ask in some form the question, If anything were possible, what job would the design do well? The focus on possibilities, rather than on the constraints imposed by the status quo, helps diverse teams have more-collaborative and creative discussions about the design criteria, or the set of key features that an ideal innovation should have.
      • Idea Generation
        • Emergence
          • The first step here is to set up a dialogue about potential solutions, carefully planning who will participate, what challenge they will be given, and how the conversation will be structured. After using the design criteria to do some individual brainstorming, participants gather to share ideas and build on them creatively—as opposed to simply negotiating compromises when differences arise.
          • Articulation
            • Typically, emergence activities generate a number of competing ideas, more or less attractive and more or less feasible. In the next step, articulation, innovators surface and question their implicit assumptions. Managers are often bad at this, because of many behavioral biases, such as overoptimism, confirmation bias, and fixation on first solutions. When assumptions aren’t challenged, discussions around what will or won’t work become deadlocked, with each person advocating from his or her own understanding of how the world works.
        • Testing Experience
          • Pre-experience.
            • Neuroscience research indicates that helping people “pre-experience” something novel—or to put it another way, imagine it incredibly vividly—results in more-accurate assessments of the novelty’s value. That’s why design thinking calls for the creation of basic, low-cost artifacts that will capture the essential features of the proposed user experience. These are not literal prototypes—and they are often much rougher than the “minimum viable products” that lean start-ups test with customers. But what these artifacts lose in fidelity, they gain in flexibility, because they can easily be altered in response to what’s learned by exposing users to them. And their incompleteness invites interaction.
            • Learning in action.
              • Real-world experiments are an essential way to assess new ideas and identify the changes needed to make them workable. But such tests offer another, less obvious kind of value: They help reduce employees’ and customers’ quite normal fear of change.
    • AS WE HAVE SEEN,
      • the structure of design thinking creates a natural flow from research to rollout. Immersion in the customer experience produces data, which is transformed into insights, which help teams agree on design criteria they use to brainstorm solutions. Assumptions about what’s critical to the success of those solutions are examined and then tested with rough prototypes that help teams further devel

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Mapa Mental sobre Iterate and testing, creado por juan david herrera osorio el 14/11/2020.
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