Passion based co-creation is the driving force behind successful Design Thinking projects. Here is a variety of work experiences ranging from Design Thinking workshops, User Experience Design, through to award winning Industrial Design projects all done with various teams showing the outcomes and processes of teamwork from various organisations Oriole has worked with over his career in design.
The outcome of clearly and confidently communicating insight from research using a number of formats (e.g. journey maps, personas, low-high fidelity wireframes) to create a compelling narrative and enhance our team and client’s understanding of their users to design better experiences for customers.
All we’ve been hearing about lately is “Design Thinking”, yet most people don’t even know what it means. Design Thinking is about transforming the way you think to discover innovative solutions to complex problems. This course will teach you how to be more pragmatic in your skills and approach. Within 10 weeks you’ll have grasped the concept and practice of design thinking and be able to apply to everything you do.
DYDX contracted Ideaflow Studio to co-create a Design Thinking for Red & Yellow. The course runs on a 8week cycle. Oriole’s role, was to design and develop the cirriculum, while coaching the participants. The feedback from the course was great and we used this to improve the course based on the application and feedback from the students.
Business process modeling is the graphical representation of a company’s business processes or workflows, as a means of identifying potential improvements. This is usually done through different graphing methods, such as the flowchart, data-flow diagram, etc.
The start of this project involved two phases. One mapping the current state of how the company operates through interviews and consolidating these with validation and co-creation sessions. Lucid Chart was primary software used for mapping the flows. The project started with research on the ground. Interviewing all the employees within the organisation. The outcome was an As-Is workflow of the main operations with the aim to innovate and create interventions for an improved workflow between various stakeholders. Service Design was the guiding methodology for this project.
Service Blueprints are great tools for communicating the design of services in a practical manner. Both for understanding the user experience and the operational guidelines of an existing or new service. We adapted the structure of the Service Blueprint to include the emotional aspects of the experience both from the perspective of the customer and from the organization providing the service. All in all the participants walked away with some insights on how to improve the existing service they mapped out and left with a better understanding of how to apply a Service Blueprint template.
Working with DYDX Management Consultants, we ran a free workshop at The Cape Town Creative Academy using the Service Blueprint as a to understand the customers experience visiting a GP Doctor.
Every year thousands of bread crates disappear as result of the poor management and extended use value of bread crate. Part of addressing the problem was having a workshop with various stakeholder who interact with the bread crates. The workshop followed an operational design thinking methodology. In this case, behavioral insights research was done before the workshop to inspire ideas and solutions.
The Box Method Kit was a project I worked on at Aalto University in Finland. The project was focus on design strategy and entrepreneurial skills. The process involved identifying opportunities, user research developing a business model with a desirable value proposition and testing this with the users.
How might we empower employees with the tools and activities that allow to be more creative, in a world where their day-to-day jobs foster limited creativity?
The final outcome:
The main idea was to expose non-designers to creativity through food workshops that lead to developing creative ideas. This idea was tested with the market.
Nudgeathon™ is a two-stage crowdsourcing event in which decision groups draw on insights and methods from psychology, economics, design and the performing arts to produce implementable solutions to major problems involving human behaviour. By leveraging the combined power of diversity, expert knowledge, and competitive group analysis we create new ideas and stress test them.
This 3day workshop involved an introduction on how to apply the Behavioral Insights in context and undertake the challenge of – Reducing violence at schools by creating an opportunity for leaners to dispel negative emotions when they enter the school environment.
The Better Living Challenge (BLC) is a five-year project (broken up into two challenges, BLC 1 (2013/2014) and BLC 2 (2017/2018) aimed at surfacing design innovation in the low-income housing market, to contribute to improving the living conditions of low-income households, and supporting the commercialisation of viable solutions.
Design Research was undertaken to map international challenges in order to gain inspiration and outline what could work for BLC going forward . The research involved mapping managements flows, inventory and participants roles in this process. The BLC management could then build a participatory model that could work for the context of South Africa and the stakeholders involved.
The challenge involved a 16 week challenge that the dschool students embarked on. The process involved indepth research, insights framing, ideation and prototyping and testing. The outcome of this projects was of high quality and the partners from Vacines for Africa were planning to implement the solution.
Our challenge statement was: Redesign the immunisation data-capturing process for data managers/data capture clerks, in a world where data quality varies and there is a lack of post-immunisation event monitoring.
As part of the MBA programme, MBA student are introduced to Design Thinking. Our role as Design Thinking coaches was to facilitate the process. Each group had different challenges to address. The course was a core component for MBA students doing the course for the Bertha Center for social Innovation. Students also had to also do primary research before framing insights. The workshop took place over two days.
The Ocean Plastic Innovation Challenge, a key component of National Geographic and Sky Ocean Ventures’ partnership to reduce plastic waste, asks problem solvers from around the globe to develop novel solutions to tackle the world’s plastic waste crisis.
More than 9 million tons of plastic waste end up in our oceans each year, and without interventions, this number is expected to almost double to 17 million tons per year by 2025. The Ocean Plastic Innovation Challenge will focus on three strategic ways to address this growing crisis: designing alternatives to single-use plastic, identifying opportunities for industries to address plastic waste throughout supply chains, and effectively communicating the need for action through data visualization.
User Experience Design Projects
Consumers seek personal, relevant and unique engagement experiences. However, current marketing channels have become saturated, making it harder for businesses to captivate their audience.
While smartphones and technology are increasingly intertwined in consumers lives, these advancements in digital technologies are creating unique opportunities. This enables businesses to directly influence the consumer journey, through immersive experiences and interlinked campaigns, further creating meaningful and lasting brand connections.
The Integrative Enneagram offers unparalleled depth of insight into enneagram types, personality, motivation and self-limiting beliefs, creating the potential for accelerated, integrative and sustainable development in individuals, teams or organisations.
This project involved the client in a set of workshops to map out their customers journey and flows when engaging with their product and continuing with the payment journey. The outcome was streamlined payment process and opened up various new flows that the customer could take upon checkout. Furthermore, wireframes were developed to finalise the customer experience and define this experience for User Interface Design.
A child’s home has a particularly strong impact on school readiness. Children from low–income families often do not receive the stimulation and do not learn the social skills required to prepare them for school.
Inovamedia approached my client DYDX to design an app for learners to access resources after school. My role was to do Design Research such as preparing interviews questions and building persona’s of the users.
Industrial Design Projects
Edu Space, work station has been designed to generate a more creative and stimulating environment for learning and holistic childhood development.
The workstation supports holistic childhood development by providing each learner with a personalised workstation designed to provide maximum comfort and physiological support.This allows learners to fully benefit from classroom activities and comfortably engage in optimal learning.
By taking a conventional takeaway cup shape out of its usual context, from disposable to reusable, it allows for a increase in the user’s involvement.
This alternative to disposable coffee cups is standard in size in order to be more compatible with coffee machines. It consists of a open top, providing accessibility, and a slight lip that will prevent spilling. The elegant ergonomic mouthpiece endures comfort ability, to maximise usability.
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