Unit 3: Ideate, prototype and implement
Design Thinking and Innovation notes · PTU syllabus (UGSEC2509)
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Unit summary
With a clear problem, teams generate ideas, agree on the best ones, map the customer's experience, build quick prototypes and implement the solution. This unit covers ideation tools, consensus on wicked problems, customer journey mapping, rapid prototyping and implementation.
After this unit you can
- Use brainstorming, systems thinking and other ideation templates
- Reach consensus and select ideas
- Map the customer experience
- Build rapid prototypes and plan implementation
PTU syllabus topics
- Ideation templates (brainstorming, systems thinking)
- reaching consensus on wicked problems
- mapping customer experience
- methods and purpose of rapid prototyping
- implementation
- 1. Prototype: Make it cheap and fast
- 2. Test: Watch real users
- 3. Learn: What worked and what did not
- 4. Refine: Improve the design
Topic 1
Ideation
Ideation generates a large number of ideas before judging them.
- Brainstorming rules: defer judgement, go for quantity, build on others' ideas, encourage wild ideas, stay focused and be visual.
- SCAMPER: Substitute, Combine, Adapt, Modify, Put to other use, Eliminate, Reverse.
- Mind mapping and worst possible idea to unlock creativity.
- Systems thinking: see the whole system, its parts and feedback loops, so solutions don't cause new problems elsewhere.
Topic 2
Reaching consensus
- 1Cluster similar ideas
- 2Dot voting
Each member votes for favourites
- 3Evaluate
Desirability, feasibility, viability
- 4Impact vs effort matrix
Pick quick wins and big bets
- 5Agree on ideas to prototype
Topic 3
Mapping the customer experience
A customer journey map shows each stage a customer goes through — awareness, consideration, purchase, use and support — with their actions, thoughts, emotions and pain points at each stage. It reveals where to improve.
Topic 4
Rapid prototyping and implementation
A prototype is a quick, low-cost model used to test ideas early.
Form
Paper sketches, storyboards, cardboard models
Clickable apps, working models
Cost and speed
Cheap and fast
Costly and slower
Use
Early concept testing
Detailed usability testing
Methods: paper prototypes, storyboards, role-play, wireframes and mock-ups, minimum viable products (MVPs). Implementation plans how to launch: resources, timeline, pilot rollout, training and success metrics.
Key terms
- Ideation
- Generating many ideas before judging them
- SCAMPER
- A checklist technique for creative ideas
- Dot voting
- A quick group method to prioritise ideas
- Customer journey map
- A visual of a customer's experience across stages
- MVP
- Minimum viable product, the simplest version that delivers value
Quick revision
- Brainstorm: defer judgement, go for quantity.
- SCAMPER and systems thinking for ideation.
- Dot voting and impact–effort matrix for selection.
- Low-fi prototypes first; MVP before full launch.
Important exam questions
Practice questions written to the PTU exam pattern for this unit's syllabus: short answers (Section A style) and long answers (Sections B and C style).
Short-answer questions
- Q1.State four rules of brainstorming.
- Q2.Expand SCAMPER.
- Q3.What is a customer journey map?
- Q4.Differentiate between low- and high-fidelity prototypes.
- Q5.What is an MVP?
Long-answer questions
- Q1.Explain ideation techniques used in design thinking.
- Q2.Explain customer journey mapping with an example.
- Q3.Explain rapid prototyping methods and the move to implementation.
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