Design thinkingDesign thinking refers to the set of cognitive, strategic and practical procedures used by designers in the process of designing, and to the body of knowledge that has been developed about how people reason when engaging with design problems. Design thinking is also associated with prescriptions for the innovation of products and services within business and social contexts. Design thinking has a history extending from the 1950s and '60s, with roots in the study of design cognition and design methods.
DesignA design is a concept of either an object, a process, or a system that is specific and, in most cases, detailed. Design refers to something that is or has been intentionally created by a thinking agent, though it is sometimes used to refer to the nature of something. The verb to design expresses the process of developing a design. In some cases, the direct construction of an object without an explicit prior plan may also be considered to be a design (such as in some artwork and craftwork).
Design methodsDesign methods are procedures, techniques, aids, or tools for designing. They offer a number of different kinds of activities that a designer might use within an overall design process. Conventional procedures of design, such as drawing, can be regarded as design methods, but since the 1950s new procedures have been developed that are more usually grouped together under the name of "design methods". What design methods have in common is that they "are attempts to make public the hitherto private thinking of designers; to externalise the design process".
Creative problem-solvingCreative problem-solving (CPS) is the mental process of searching for an original and previously unknown solution to a problem. To qualify, the solution must be novel and reached independently. The creative problem-solving process was originally developed by Alex Osborn and Sid Parnes. Creative problem solving (CPS) is a way of using creativity to develop new ideas and solutions to problems. The process is based on separating divergent and convergent thinking styles, so that one can focus one's mind on creating at the first stage, and then evaluating at the second stage.
Problem solvingProblem solving is the process of achieving a goal by overcoming obstacles, a frequent part of most activities. Problems in need of solutions range from simple personal tasks (e.g. how to turn on an appliance) to complex issues in business and technical fields. The former is an example of simple problem solving (SPS) addressing one issue, whereas the latter is complex problem solving (CPS) with multiple interrelated obstacles.
Lateral thinkingLateral thinking is a manner of solving problems using an indirect and creative approach via reasoning that is not immediately obvious. It involves ideas that may not be obtainable using only traditional step-by-step logic. The term was first used in 1967 by Maltese psychologist Edward de Bono in his book The Use of Lateral Thinking. De Bono cites the Judgment of Solomon as an example of lateral thinking, where King Solomon resolves a dispute over the parentage of a child by calling for the child to be cut in half, and making his judgment according to the reactions that this order receives.
Critical thinkingCritical thinking is the analysis of available facts, evidence, observations, and arguments in order to form a judgement by the application of rational, skeptical, and unbiased analyses and evaluation. The application of critical thinking includes self-directed, self-disciplined, self-monitored, and self-corrective habits of the mind, thus a critical thinker is a person who practices the skills of critical thinking or has been trained and educated in its disciplines. Richard W.
CreativityCreativity is a characteristic of someone or some process that forms something new and valuable. The created item may be intangible (such as an idea, a scientific theory, a musical composition, or a joke) or a physical object (such as an invention, a printed literary work, or a painting). Scholarly interest in creativity is found in a number of disciplines, primarily psychology, business studies, and cognitive science.
Project-based learningProject-based learning (PBL) is a student-centered pedagogy that involves a dynamic classroom approach in which it is believed that students acquire a deeper knowledge through active exploration of real-world challenges and problems. Students learn about a subject by working for an extended period of time to investigate and respond to a complex question, challenge, or problem. It is a style of active learning and inquiry-based learning.
Problem-based learningProblem-based learning (PBL) is a student-centered pedagogy in which students learn about a subject through the experience of solving an open-ended problem found in trigger material. The PBL process does not focus on problem solving with a defined solution, but it allows for the development of other desirable skills and attributes. This includes knowledge acquisition, enhanced group collaboration and communication. The PBL process was developed for medical education and has since been broadened in applications for other programs of learning.
GameCube controllerThe GameCube controller is the standard game controller for the GameCube home video game console, manufactured by Nintendo and launched in 2001. As the successor to the Nintendo 64 controller, it is the progression of Nintendo's controller design in numerous ways. The contentious M-shaped design of its predecessor was replaced with a more conventional handlebar style controller shape; a second analog stick was added, replacing the C buttons with a C stick and the X and Y face buttons, last seen on the Super Nintendo controller, were reintroduced; the shoulder buttons were changed to hybrid analog triggers.
User interfaceIn the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls.
Game controllerA game controller, gaming controller, or simply controller, is an input device or input/output device used with video games or entertainment systems to provide input to a video game. Input devices that have been classified as game controllers include keyboards, mouses, gamepads, and joysticks, as well as special purpose devices, such as steering wheels for driving games and light guns for shooting games. Controllers designs have evolved to include directional pads, multiple buttons, analog sticks, joysticks, motion detection, touch screens and a plethora of other features.
Motion controllerIn video games and entertainment systems, a motion controller is a type of game controller that uses accelerometers or other sensors to track motion and provide input. Motion controllers using accelerometers are used as controllers for video games, which was made more popular since 2006 by the Wii Remote controller for Nintendo's Wii console, which uses accelerometers to detect its approximate orientation and acceleration, and serves an image sensor, so it can be used as a pointing device.
User (computing)A user is a person who utilizes a computer or network service. A user often has a user account and is identified to the system by a username (or user name). Other terms for username include login name, screenname (or screen name), account name, nickname (or nick) and handle, which is derived from the identical citizens band radio term. Some software products provide services to other systems and have no direct end users. End users are the ultimate human users (also referred to as operators) of a software product.
Nintendo 64 controllerThe Nintendo 64 controller (model number: NUS-005) is the standard game controller for the Nintendo 64 home video game console. Manufactured and released by Nintendo on June 23, 1996, in Japan, in September 29, 1996 in North America, and March 1, 1997 in Europe, it is the successor to the Super Nintendo controller and is designed in an "M" shape and features 10 buttons, one analog "Control Stick" and a directional pad. The controller was designed by Nintendo R&D3, under direction to try new ideas that would break from typical game controllers.
End userIn product development, an end user (sometimes end-user) is a person who ultimately uses or is intended to ultimately use a product. The end user stands in contrast to users who support or maintain the product, such as sysops, system administrators, database administrators, Information technology (IT) experts, software professionals and computer technicians. End users typically do not possess the technical understanding or skill of the product designers, a fact easily overlooked and forgotten by designers: leading to features creating low customer satisfaction.
User-centered designUser-centered design (UCD) or user-driven development (UDD) is a framework of process (not restricted to interfaces or technologies) in which usability goals, user characteristics, environment, tasks and workflow of a product, service or process are given extensive attention at each stage of the design process. These tests are conducted with/without actual users during each stage of the process from requirements, pre-production models and post production, completing a circle of proof back to and ensuring that "development proceeds with the user as the center of focus.
User interface designUser interface (UI) design or user interface engineering is the design of user interfaces for machines and software, such as computers, home appliances, mobile devices, and other electronic devices, with the focus on maximizing usability and the user experience. In computer or software design, user interface (UI) design primarily focuses on information architecture. It is the process of building interfaces that clearly communicates to the user what's important. UI design refers to graphical user interfaces and other forms of interface design.