Ideation

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What is Ideation?

Ideation is a creative process where designers generate ideas in sessions (e.g., brainstorming, worst possible idea). It is the third stage in the Design Thinking process. Participants gather with open minds to produce as many ideas as they can to address a problem statement in a facilitated, judgment-free environment.

See how Ideation helps build solutions.

Table of contents

Ideation Sessions are About Finding New Angles

It's challenging to gain the perspective to find design solutions. To have productive ideation sessions, you'll need a dedicated environment for standing back to seek and see every angle. First, though, your team must define the right problem to address. Ideation, or "Ideate", is the third step in the Design Thinking process – after “Empathize” (gaining user insights from research/observation) and “Define” (finding links/patterns within those insights to create a meaningful and workable problem statement or point of view).

Before starting to look for ideas, your team needs a clearly defined problem to tackle – a focused problem statement or point of view (POV) to inspire and guide everyone. “How might we…?” questions—e.g., “How might we design an app finding cheap hotels in safe neighborhoods?”—help in reframing issues and prompting effective collaboration towards potential solutions. To bring people together to conjure ideas and bypass established frontiers, you need a skilled facilitator and a creative environment, including a prepared space, featuring posters of personas, relevant information, etc. Your team also requires rules – e.g., a 2-hour time limit, quantity-over-quality focus, ban on distractions such as phones, and “There are no bad ideas” mindset. By being bold and curious, participants can challenge commonly held beliefs and explore possibilities past these obstacles. Team members should take each other's ideas and build on them, find ways to link concepts, recognize patterns and flip seemingly impossible notions over to reveal new insights.

"It's not about coming up with the right idea, it's about generating the broadest range of possibilities.

- d.school, An Introduction to Design Thinking PROCESS GUIDE

5 stages of Design Thinking Graph

© Interaction Design Foundation, CC BY-SA 4.0

Using Ideation to Build Castles in the Sky, then the Bridges

There are hundreds of ideation techniques to help you in your ideation sessions. You want an ideation technique that combines your conscious and unconscious mind—fusing the rational with the creative. It must match the sorts of ideas your team must generate and reflect their nature, needs and experience with ideation. Some crucial ones are:

Brainstorming – You build good ideas from each other’s wild ideas.

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Braindumping – This is like brainstorming, but done individually.

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Brainwriting – This is like brainstorming, but everyone writes down and passes ideas for others to add to before discussing these.

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Brainwalking – This is like brainwriting, but members walk about the room, adding to others’ ideas.

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Worst Possible Idea – You take an inverted brainstorming approach, emboldening more reserved individuals to produce bad ideas and yielding valuable threads.

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  1. 00:00:00 --> 00:00:34

    In this video, I'm going to give you an exercise to do. It's going to be an exercise in *bad ideas*. This is where I tip your brain  towards madness. But hopefully – the boundary between creativity and genius and total madness is often said to be a thin one. So, by pushing you a little towards madness, I  hope to also push you a little towards creativity,

  2. 00:00:34 --> 00:01:03

    and hopefully you can control the madness that  comes there, but we'll see as it goes along. So, what I want you to do is – you know how hard  it is to think of good ideas; everybody says, 'Ah, let's have a brainstorming session – have lots of ideas!'... So, if it's so hard to think of good ideas, why  not think of a *bad idea*? So, what I'd like you to do as an exercise is just to think of a bad idea,

  3. 00:01:03 --> 00:01:31

    or a silly idea, a completely crazy idea. Now, it might be about something that you're doing at the moment. It might be a particular problem you've got. And so, what would be a really *bad idea* for sending notifications to people about something you want to get an engagement? Perhaps you could send them an email every three seconds or something like that. So, it could be that kind of bad idea, or it could be just an idea from the world.

  4. 00:01:31 --> 00:02:06

    So, and it could be a Heath Robinson sort of bad idea – something complex and arcane and that. Or perhaps – and this is probably a good one to start with – just an oxymoron. So, something like a chocolate teapot. So, something that *appears* to be really crazy, really silly: a car without an engine, I remember once in a session we had this, that doesn't seem like a good idea. So, you've got your bad idea – maybe a chocolate teapot or maybe the car with no engine

  5. 00:02:06 --> 00:02:32

    or something like that. And what I want you to do now is I'm going to take you through some prompt questions. First of all, this was a bad idea, right? The reason you chose it was because it was a bad idea. So, what I want you to do is say to  yourself, 'What is bad about this idea?' So, think of the car without an engine. What's bad about a car without an engine? Well, it doesn't have an engine; it's obvious, right?

  6. 00:02:32 --> 00:03:04

    So, you start off with that. Now, you might think a bit more. But then I want you to dig and say, 'Well, *why* is that a bad idea?' Well, it's not got an engine – it can't go anywhere. Then dig a bit back further. So, are there things that you can think of that are like that that have that property – so, for instance, the  car without an engine can't go anywhere. Are there things that can't go anywhere  that are actually a good idea? Well...

  7. 00:03:04 --> 00:03:32

    a garden shed – a garden shed doesn't go  anywhere, but that's not a bad idea. And, in fact, there are things you might not – you  might want to have something that can't be stolen. You don't want that to go anywhere, so that's  not a bad idea. So, if you can think of things that appear to share the bad thing but actually aren't bad, what's the difference? Why is not having an engine, why is not being able to go anywhere bad for the car but not bad for the garden shed?

  8. 00:03:32 --> 00:04:00

    And as you dig into this, hopefully  you start to understand better these things. You can also go the other way around.  So, you *know* this is a bad idea, but maybe there's something good about it. It hasn't got an engine – it's not polluting. Wow! We've got a green car! It will be green because all the moss will grow on it because it doesn't drive anywhere, but – you know – this is good, surely.

  9. 00:04:00 --> 00:04:36

    So, then you can think to yourself, 'Well, okay, if this is a good thing,' you can do the same sort of thing: 'Why is that a good thing?' Well, it doesn't choke you with its pollution. If you're finding this difficult, and  particularly this is true about the bad idea bit, you want to... with the bad idea, you want to change that bad thing into a good thing, and so this is whether you want  to find a good thing in the bad idea or you want to find a good use for the thing you've identified  that's bad. You might try a *different context*. So, if you take the car off the road and put it perhaps into something where it's

  10. 00:04:36 --> 00:05:00

    moved along by something, perhaps sitting on the back of a lorry; why, you might want that. Well... you might want it so you can easily move your car. You might put it on something that's dragged along. So, you sometimes change the context and suddenly something that seemed bad suddenly is not so bad. So, the final thing you could do with your bad idea is *turn it into a good idea*.

  11. 00:05:00 --> 00:05:31

    Now, you might have already done this as part of that process. So, what's good? When you've identified something that's good about it – like the car, that it wasn't polluting – try to hold on to that, try to  keep that and retain that good feature. But where you found the things – and you really dug down to *why something's bad*, not just the superficial – you know – 'it doesn't have an engine'; well, that's not bad in itself,

  12. 00:05:31 --> 00:06:01

    but the fact that means you can't  drive anywhere – okay, that's bad. So, can you change that badness but still  retain the non-pollutingness? So, perhaps we're going to have a truly green car. Perhaps we're going to have roads with sort of little wires you connect into and – you know – a bit like Scalextric cars and can drag the cars along so they don't have an  engine and they're being powered elsewhere. You may, as I said, change the context entirely. So,

  13. 00:06:01 --> 00:06:30

    instead of it being a car for driving around in, instead just – I've already mentioned this one – stick your chickens in it and suddenly it becomes a hen coop. And I think if you go around the world, you'll find a lot of old cars, usually actually with their engine still  sitting in them, that are being used as hen coops. If you had a *complex idea* – and this is true it could be for a simple idea – but in doing your thinking, there might be just something  about it, something small;

  14. 00:06:30 --> 00:07:02

    it wasn't necessarily the whole thing. So, actually... the idea of the gap in the engine, perhaps you decided that would be really good, actually having the engine not there because you could put things in the front, and for whatever reason you think it's easier to put things in the front than the back. So, perhaps that becomes your  idea, that actually you'd quite like to be able to put your luggage in the front of the car;  you'd like more room in the car for luggage. And then perhaps you'll put an engine back  in the car, but thinking about how you actually

  15. 00:07:02 --> 00:07:33

    improve access for luggage. If you've had one of those Heath Robinson complex ideas, Wallace and Gromit-like ideas, then actually you may not be trying to make the whole thing into a good idea. But within it, some little bit of that complex mechanism might be something that you've thought about, you've realized and  suddenly think 'Ah!' and do something just with that. And I'll leave you with a glass hammer.

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  1. Copyright holder: William Heath Robinson. Appearance time: 1:30 - 1:33 Copyright license and terms: Public domain. Link: https://upload.wikimedia.org/wikipedia/commons/c/c9/William_Heath_Robinson_Inventions_-_Page_142.png
  2. Copyright holder: Rev Stan. Appearance time: 1:40 - 1:44 Copyright license and terms: CC BY 2.0 Link: As yummy as chocolate teapot courtesy of Choccywoccydoodah… _ Flickr.html
  3. Copyright holder: Fabel. Appearance time: 7:18 - 7:24 Copyright license and terms: CC BY-SA 3.0 Link: https://commons.wikimedia.org/wiki/File:Hammer_nails_smithonian.jpg
  4. Copyright holder: Marcus Hansson. Appearance time: 05:54 - 05:58 Copyright license and terms: CC BY 2.0 Link: https://www.flickr.com/photos/marcus_hansson/7758775386

Challenging Assumptions – You overturn established beliefs about problems, revealing fresh perspectives.

Mindmapping – You use this graphical technique to connect ideas to problems’ major and minor qualities.

Sketching/Sketchstorming – You use rough sketches/diagrams to express ideas/potential solutions and explore the design space.

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Storyboarding – You develop a visual problem/design/solution-related story to illustrate a situation’s dynamics.

SCAMPER – You question problems through action verbs (“Substitute”, “Combine”, “Adapt”, “Modify”, “Put to another use”, “Eliminate”, “Reverse”) to produce solutions.

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Bodystorming – You use role-playing in scenarios/customer-journey steps to find solutions.

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Analogies – You draw comparisons to communicate ideas better.

Provocation – You use an extreme lateral-thinking technique to challenge established beliefs and explore paths beyond.

Movement – You take a “what if?” approach to overcoming obstacles in ideation and finding themes/trends/attributes towards reliable solutions.

Cheatstorm – You use previously ideated material as stimuli.

Crowdstorming – Your target audiences generate and validate ideas through feedback (e.g., social media) to provide valuable solution insights.

Creative Pause – You take time to pull back from obstacles.

Other methods for ideation include co-creation workshops (combining user empathy research, ideation and prototyping), gamestorming (gamification-oriented ideation methods) and prototyping. The beauty of ideation is its unbounded freedom, although structured environments are critical. If you get stuck, you have fallbacks: e.g., “breaking the law” (listing constraints to see if you can overcome them), “stealing” ideas (emulating applicable concepts from other industries), inverting the problem and laddering (moving problems between the abstract and the concrete).

Learn More about Ideation

We have a course on Design Thinking, featuring lots of hands-on tools for ideation.

Read some practical tips on effective Ideation.

The Nielsen Norman Group’s Aurora Harley examines Ideation challenges, benefits and more.

See Google’s take on approaching Ideation.

How to run an ideation workshop?

To run a practical ideation workshop, start by setting a clear objective for the session. Gather a diverse group of participants to bring varied perspectives. Kick off with warm-up exercises to stimulate creativity. Use brainstorming, mind mapping, or "How might we?" questions to generate ideas. Ensure a facilitator guides the session, keeping discussions on track. Encourage open communication, emphasizing that all ideas, even unconventional ones, are welcome. After idea generation, prioritize and filter ideas for further exploration. Conclude by assigning the next steps and responsibilities. For a deeper dive into ideation preparation and techniques, refer to the Interaction Design Foundation's article on ideation.

What is ideation in psychology?

Ideation in psychology refers to the process of forming ideas or concepts. It's integral to human cognition, allowing individuals to generate, develop, and communicate abstract thoughts. In a clinical context, the term can also relate to "suicidal ideation," which means having thoughts or plans about self-harm or suicide. However, in a broader sense, ideation emphasizes the creative aspect of our cognitive processes, which is central to problem-solving, innovation, and day-to-day thinking.

What are the most popular ideation techniques?
What is ideation in design thinking?

In design thinking, ideation is a crucial phase of creative brainstorming. As highlighted in this video by Riley Hunt, the UX design process follows five main steps: Empathize, Define, Ideate, Prototype, and Test. 

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  1. 00:00:00 --> 00:00:32

    To create great user experiences. UX design teams use a five phase process: Empathize, define, ideate, prototype and test. In the empathize phase, teams explore the problem they're trying to solve with the product. User researchers conduct interviews with people affected by the problem and review existing knowledge of the issue. The stage is about knowing what needs to be solved and why.

  2. 00:00:32 --> 00:01:02

    At the defined stage, user researchers turn their knowledge into a research plan and conduct more targeted tests. They'll learn more about their users and what they're currently doing to solve the problem. Then they'll put their findings into deliverables. Tools for the UX designers to reference when they start designing solutions. These include: user Journey Maps, to show how users try and solve the problem and present. Personas, which are details of typical users.

  3. 00:01:02 --> 00:01:32

    Affinity Diagrams of what those users think, feel, see and do. And "How might we" statements that list the problem teams are trying to solve with the product. In the ideate phase, teams ensure everyone has a shared understanding of the problem. Someone will then lead a brainstorming session where the team will consider solutions for the first time. The team will come up with as many ideas as possible, even if they're silly sounding or impractical. Afterwards, they will evaluate the options and choose the most viable

  4. 00:01:32 --> 00:02:00

    and effective solutions from those ideas. In the prototyping phase, the UX designers turn those design ideas into testable prototypes. These prototypes could be low fidelity, digital prototypes or even paper prototypes. The UX designers will do their best to make sure the product is intuitive to use and make multiple versions of those design ideas. In the test phase, researchers get participants to test the prototype and get feedback.

  5. 00:02:00 --> 00:02:31

    From that they deliver usability test reports to the designers. Who then make new prototypes based on that feedback. products will get increasingly polished and refined with cycles of testing until a final design is settled on. Then the design will be developed and shipped. You think it's all over here, but not quite. Product development is cyclical and non-linear. The product can still be revamped based on real user feedback, and in that revamp you may repeat some or all of the design phases.

  6. 00:02:31 --> 00:02:36

    New information could even set development right back to the planning stage once again.

Specifically, during the Ideate phase, teams ensure everyone has a shared understanding of the problem at hand. A brainstorming session then follows, generating numerous solutions, even if some seem outlandish. After generating many ideas, teams evaluate these options, selecting the most viable and practical solutions to develop and prototype further. Ideation, therefore, serves as a bridge between understanding user needs and crafting tangible solutions.

What is the difference between ideation and brainstorming?

Ideation is a broad term that encompasses various techniques and methods to generate, develop, and communicate new ideas. It's an integral part of the design thinking, helping teams explore solutions for complex problems. On the other hand, brainstorming is a specific, collaborative ideation technique where a group spontaneously contributes ideas without judgment. The goal of brainstorming is to produce a large quantity of ideas in a short time. In essence, while brainstorming is a popular form of ideation, ideation is the overarching process of generating ideas, encompassing many techniques beyond brainstorming. To understand more, explore our detailed article on brainstorming.

What is the difference between ideation and intent?

Ideation is the creative process of generating, developing, and communicating new ideas. Intent, conversely, is the underlying purpose or objective behind a specific action or design choice. Ideation involves brainstorming myriad solutions, while intent ensures the selected solution aligns with user needs and project goals. Semi-structured interviews can be invaluable for a deeper understanding of human behavior and decision-making. As this video highlights, these interviews help capture the "why" behind actions, revealing perceptions, values, and experiences. 

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  1. 00:00:00 --> 00:00:35

    So, semi-structured interviews – well, any  interview, semi-structured or not, gets at people's perceptions, their values, their experiences as they see it, their explanations about why they do the things that they do, why they hold the attitudes that they do. And so, they're really good at getting at  the *why* of what people do,

  2. 00:00:35 --> 00:01:02

    but not the *what* of what people do. That's much better addressed with *observations* or *combined methods* such as contextual inquiry  where you both observe people working and also interview them, perhaps in an interleaved way about why they're doing the things that they're doing or getting them to explain more about how things work and what they're trying to achieve.

  3. 00:01:02 --> 00:01:32

    So, what are they *not* good for? Well, they're not good for the kinds of questions where people have difficulty recalling or where people might have  some strong motivation for saying something that perhaps isn't accurate. I think of those two concerns, the first is probably the bigger in HCI

  4. 00:01:32 --> 00:02:00

    – that... where things are unremarkable, people are often *not aware* of what they do; they have a lot of *tacit knowledge*. If you ask somebody how long something took, what you'll get is their *subjective impression* of that, which probably bears very little relation to the actual time something took, for example. I certainly remember doing a set of interviews some years ago

  5. 00:02:00 --> 00:02:32

    where we were asking people about how they performed a task. And they told us that it was  like a three- or four-step task. And then, when we got them to show us how they did it, it actually had about 20, 25 steps to it. And the rest of the steps they just completely took for granted; you know – they were: 'Of course we do that! Of course we—' – you know – 'Of course that's the way it works! Of course we have to turn it on!' And they just took that so much for granted that *it would never have come out in an interview*.

  6. 00:02:32 --> 00:03:11

    I mean, I literally can't imagine the interview that would really have got that full task sequence. And there are lots of things that people do or things that they assume that the interviewer knows about, that they just won't say and won't  express at all. So, interviews are not good for those things; you really need to *observe* people to get that kind of data. So, it's good to be aware of what interviews are good for and also what they're less well-suited for. That's another good example of a kind of  question that people are really bad at answering,

  7. 00:03:11 --> 00:03:31

    not because they're intentionally deceiving usually, but because we're *not* very good at *anticipating what we might do in the future*, or indeed our *attitudes to future products*, unless you can give somebody a very faithful kind of mock-up

  8. 00:03:31 --> 00:03:56

    and help them to really  imagine the scenario in which they might use it. And then you might get slightly more reliable  information. But that's not information I would ever really rely on, which is why *anticipating future product design is such a challenge* and interviewing isn't the best way  of getting that information.

However, they might not always charge the "what" or the tacit knowledge people take for granted. Therefore, complementing interviews with observation methods can offer a holistic view. Dive deeper into the ideation process in our comprehensive article, Ideation for Design.

What is the difference between ideation and innovation?

Ideation and innovation are closely linked concepts central to the creative process. Ideation refers to the generation of new, novel ideas. It involves sparking diverse thoughts and navigating various forms of creativity, whether artistic, technical, or personal. On the other hand, innovation arises when you pair novel ideas (ideation) with their usefulness. More is needed for an argument to be unique; it must also effectively solve a problem or meet a need. Thus, while ideation emphasizes the birth of new ideas, innovation combines these ideas with practical utility to bring transformative solutions. Both concepts are essential for creative growth, but innovation requires a more comprehensive approach, fusing novelty with functionality.

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  1. 00:00:00 --> 00:00:31

    Let's talk about the difference between big,  innovative changes to our product and small, incremental improvements, and the kinds of research  that you might need in order to make these changes. We'll start with the incremental  improvements because that's really the most frequent kinds of changes  that we make as designers and researchers. While we all like to talk about designing things  from scratch or making huge, sweeping changes,

  2. 00:00:31 --> 00:01:00

    the vast majority of people spend a lot of their  time working on existing products and making them a little bit better every day. So, imagine you're building your new job marketplace to connect job seekers with potential employers. The product works. It's out in the real world being used by folks to find jobs every day. It's great! You made a thing that people are using, for money. Now, your product manager is looking at the metrics and they notice that a bunch of people are signing up and looking at jobs but they're not applying for anything.

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    Your job is to figure out why. So, what do you do? You can go ahead and pause the video and think  about it for a minute if you want. There are a lot of different options you could go with here, but at the very least you're going to want to figure out the following things: Where are people stopping  in the process and why are they stopping there? You'll probably want to dig into metrics a bit and  figure out if folks do anything besides just look at jobs. Do they fill out their profile? Do they  look at job details? Do they click the Apply button? And then do they give up at that point? Or do they never actually even get to that point?

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    Once you know where they're giving up, you'll  probably do some simple observational testing of actual users to see what's happening when  they do drop out. You'll probably also want to talk to them about why they're not applying. Maybe you'll find out that they get frustrated because they can't find jobs in their area. Well, that'd be great because that's really easy to fix; if that's the problem, maybe you can try letting them search  for jobs near them. That's an *incremental change*. Now, what do we mean by that? It doesn't necessarily mean that it doesn't have a big impact on metrics.

  5. 00:02:02 --> 00:02:30

    Things like this can be hugely important for your metrics. If you manage to get lots more qualified candidates to apply to jobs, that's a huge win for the employers who are looking for great employees and it doesn't matter that it was just a simple button that you added. But it's not a wildly innovative change.  In fact, it's a pretty standard feature on most job boards, and it's a very small improvement in terms of engineering effort, or at least it should be. If it isn't, there may be something wrong with your engineering department... which is a totally different course.

  6. 00:02:30 --> 00:03:03

    This change is *improving an existing flow*, rather than completely changing how something is done or adding a brand-new feature. OK, now, imagine that you're doing some observational research with your job applicants and you learn that for whatever reason they really don't have very much access to computers or they're not used to typing on a keyboard. This might lead to a very different sort of change than just searching for jobs in their area. Rather than making a small, incremental improvement to a search page, you might have to come up with an entirely  different way for candidates to apply for jobs.

  7. 00:03:03 --> 00:03:31

    Maybe they need to film themselves using their  phone cameras. This is a much larger change; it's *less incremental* since you're probably going to have to change or at least add a major feature to the entire job application process. You'll probably have to change how job seekers get reviewed by potential employers as well since they'll be reviewing videos rather than text resumes – which they might not be used to. This is a big change, but it's still incremental because it's not really changing what the product does.

  8. 00:03:31 --> 00:04:06

    It's just finding a new way to do the thing that it already did. OK, now, let's say that you have the option to do some really deep ethnographic research with some of your potential job applicants. You run some contextual inquiry sessions with them or maybe you run a diary study to understand all of the different jobs that they look at and learn why they are or aren't applying. Maybe in these deeper, more open-ended research sessions, you start to learn that the reason that a lot of potential job applicants drop out is because they just don't have the skills for the necessary jobs.

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    But what could *you* do about that? Well... our only options are either to find different applicants, find more suitable jobs or create some way to train our users in the skills that they need for the kinds of jobs that are available. All of those are really pretty big, risky ventures, but they just might be what we need to do to get more applicants into jobs. These are very big, and a couple of them are fairly innovative changes.

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    If the company pivots into, say, trainings and certifications or assessments, that definitely qualifies as innovation, at least for your product, but *how* does the research change for *finding* each of these sorts of things? Couldn't you have found out that applicants aren't qualified with the same types of research that you used to learn that they wanted to search by location? Maybe. Sometimes we find all sorts of things in  very lightweight usability-type testing, but  *more often* we find bigger, more disruptive  things in deeper kinds of research – things like contextual inquiry, diary studies or longer-term relationships that we build with our customers.

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    Also, bigger, more disruptive changes often require  us to do more in-depth research just to make sure that we're going in the right direction  because the bigger it is the more risky it is. Let's say we ran some simple usability testing on  the application process. That would mean we'd give applicants a task to perform, like find a job and apply to it. What might we learn from that? Well, that's the place where we'd learn if there were any bugs or confusing

  12. 00:05:30 --> 00:06:04

    parts of the system – basically, *can* somebody apply for a job? It takes more of a real conversation with a real user or a potential user to learn why they're not applying for jobs. It's not that one kind of testing is better than the other; it's that you can learn very different things with the different types of testing. Some types of research tend to deliver more in-depth learnings that can lead to big breakthrough changes, while other types of  research tend to lead to smaller, more incremental but still quite useful and impactful changes. Both are extremely useful on agile teams, but you may find that the latter is more common just because many

  13. 00:06:04 --> 00:06:15

    agile teams don't really know how to schedule those big  longer-term types of research studies, while running quick usability testing on existing  software is quite easy and can even often be automated.

Where to learn more about ideation?

For an in-depth exploration of ideation, check out the Design Thinking: The Ultimate Guide course offered by Interaction-Design.org. This comprehensive course delves into the design thinking process, emphasizing ideation techniques. Enroll to uncover effective brainstorming methods, collaborative idea generation practices, and strategies to boost creativity. Suitable for both newcomers and experienced designers, this course provides the necessary tools to master ideation and its real-world applications. Enhance your ideation prowess today!

Literature on Ideation

Here's the entire UX literature on Ideation by the Interaction Design Foundation, collated in one place:

Learn more about Ideation

Take a deep dive into Ideation with our course Design Thinking: The Ultimate Guide .

Some of the world’s leading brands, such as Apple, Google, Samsung, and General Electric, have rapidly adopted the design thinking approach, and design thinking is being taught at leading universities around the world, including Stanford d.school, Harvard, and MIT. What is design thinking, and why is it so popular and effective?

Design Thinking is not exclusive to designers—all great innovators in literature, art, music, science, engineering and business have practiced it. So, why call it Design Thinking? Well, that’s because design work processes help us systematically extract, teach, learn and apply human-centered techniques to solve problems in a creative and innovative way—in our designs, businesses, countries and lives. And that’s what makes it so special.

The overall goal of this design thinking course is to help you design better products, services, processes, strategies, spaces, architecture, and experiences. Design thinking helps you and your team develop practical and innovative solutions for your problems. It is a human-focused, prototype-driven, innovative design process. Through this course, you will develop a solid understanding of the fundamental phases and methods in design thinking, and you will learn how to implement your newfound knowledge in your professional work life. We will give you lots of examples; we will go into case studies, videos, and other useful material, all of which will help you dive further into design thinking. In fact, this course also includes exclusive video content that we've produced in partnership with design leaders like Alan Dix, William Hudson and Frank Spillers!

This course contains a series of practical exercises that build on one another to create a complete design thinking project. The exercises are optional, but you’ll get invaluable hands-on experience with the methods you encounter in this course if you complete them, because they will teach you to take your first steps as a design thinking practitioner. What’s equally important is you can use your work as a case study for your portfolio to showcase your abilities to future employers! A portfolio is essential if you want to step into or move ahead in a career in the world of human-centered design.

Design thinking methods and strategies belong at every level of the design process. However, design thinking is not an exclusive property of designers—all great innovators in literature, art, music, science, engineering, and business have practiced it. What’s special about design thinking is that designers and designers’ work processes can help us systematically extract, teach, learn, and apply these human-centered techniques in solving problems in a creative and innovative way—in our designs, in our businesses, in our countries, and in our lives.

That means that design thinking is not only for designers but also for creative employees, freelancers, and business leaders. It’s for anyone who seeks to infuse an approach to innovation that is powerful, effective and broadly accessible, one that can be integrated into every level of an organization, product, or service so as to drive new alternatives for businesses and society.

You earn a verifiable and industry-trusted Course Certificate once you complete the course. You can highlight them on your resume, CV, LinkedIn profile or your website.

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Interaction Design Foundation - IxDF. (2016, June 5). What is Ideation?. Interaction Design Foundation - IxDF.

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