DAY 02
Explore a better future.
Ideate → Prototype → Test → Iterate. Solusi diperlakukan sebagai hypothesis yang harus diuji, bukan jawaban yang harus dipertahankan.
DISRUPTIVE INNOVATION
What will people do differently?
1
Existing Behavior
2
New Behavior
3
New Habit
4
Potential Disruption
IDEATION FLOW
Do not jump from HMW to prototype.
HMW
IDEATION PRINCIPLES
Rules for diverging well.
Defer judgment
Jangan bunuh ide terlalu cepat.
Go for quantity
Lebih banyak alternatif meningkatkan kemungkinan menemukan arah kuat.
Build on others
Ide anggota lain bisa digabung dan dikembangkan.
Encourage wild ideas
Ide ekstrem dapat membuka cara pandang baru.
Stay focused on the HMW
Liar tetapi tetap relevan.
VALUE PROPOSITION
Connect feature back to user evidence.
USER
- Pain: what hurts
- Gain: what is wanted
- Need: underlying human need
SOLUTION
- Pain Reliever: reduces pain
- Gain Creator: creates gain
- Feature / Intervention: how it works
PROTOTYPE
Prototype to learn — not to impress.
Low Fidelity
Sketch, storyboard, paper prototype, role play — fast and cheap.
Medium Fidelity
Wireframe, clickable mockup, simple model — structure and flow.
High Fidelity
Visual detail, polished interaction — when usability/detail is the learning question.
TEST
Observe understanding, not approval.
Apa yang user pahami tanpa penjelasan?
Apa yang mereka lakukan pertama kali?
Di mana mereka hesitate atau tersesat?
Apa yang mengejutkan tim?
Asumsi mana yang gagal?
Apa insight baru yang muncul?
ITERATION