A
- Abuse, exposing prototypes to
- Acceleration stage:
- for breakthrough innovations
- knowledge management in
- Accountability, in future-friendly design
- Action step (CTN method)
- Activists
- Acumen subdimension (CVPA)
- Adoption rates
- Adventure Series, at GE
- Advertising, “look for”
- Aero chair
- Aesthetics
- Aesthetic preferences.
- See also Consumer aesthetic
preferences
- Aesthetic value
- Affective uncertainty
- Age, consumer&s
- Agile development
- Airbus
- Aircraft, displays in military
- Airline industry, self-service in
- Air New Zealand
- Air Products
- Alessi coffeemaker
- Alignment
- Amazon
- Ambiguity
- American Express
- American Time Use Survey
- Amplification, intelligence
- Analog Devices
- Analogical thinking
- Angst
- Animation, of information
- Anthony, S.
- Anti-persona
- Appearance, product:
- defined
- quality cues from
- six roles of
- Apple
- Application migration
- Arbitrage, information
- Architecture:
- of organization
- of prototypes
- Archives, pictorial
- Arnold, T. J.
- Asia. See also specific countries
- “As is” customer experience maps
- Assumptions:
- about business model components
- sustainability assumption testing
- Attention, drawing
- Audio capability
- Auditory feedback
- Audits, idea
- Augmented reality
- Australia
- Authenticity
- Autonomy
B
- Backcasting, sustainability
- Background research
- Bain and Company
- Beckman, S.
- Béhar, Yves
- Behavior, employee
- Beltagui, A.
- Bend (Design Heuristic)
- Benefit uncertainty
- Berstell, G.
- Bertels, H.
- Best design, production of
- Best mode requirement
- BIs, see Breakthrough innovations
- Bicycles, culture and design of
- Big data
- Biomax®
- Black Cloud scenario
- Blank, S.
- Bloch, P. H.
- Blue ocean concept
- Bluetooth earpieces
- Board of directors
- Boeing
- Boldness, of business models
- Bolted-on sustainability
- Boot Camp phase (Menlo Innovation Ecosystem)
- Booz and Company
- Bosack, Leonard
- Bourdieu, Pierre
- Brainstorming:
- onboarding by
- personas in
- stories in
- sustainability
- tools for
- Brand, strength of
- Brand image
- Branding, for early-stage ventures
- Braungart, M.
- Breakthrough innovations (BIs). See also Knowledge management for breakthrough innovations; Lean start-up approach
- and corporate myopia
- incremental vs.
- lean start-up approach to developing
- Brown, T.
- Brunel, F. F.
- Budget, for cultural transformations
- Build, Test, Iterate, and Refine phase:
- for Orbit Baby
- of product development process
- stories and prototypes in
- Building to learn
- Business model(s):
- assumptions about
- of competitors
- defined
- defining your organization&s
- free
- implementation of new
- innovating outside of
- in lean start-up approach
- Business model canvas:
- components of
- lean and FEI canvases vs.
- Business model design
- and definition of business model
- and implementation of new business model
- process of creating
- selecting model for
- triggers for
- value from
- Business Model Strength Survey
- Business practitioners:
- “preparing the ground” for
- relationships of design professionals and
- Business strategy. See also Strategically-embedded design thinking
- and business plan
- leveraging Value Accelerators™ in
- Buyers, users vs.
- Buyer personas
- Buy-in, for design-based initiatives
C
- Candi, M.
- Cannon
- Capital protection and renewal
- Carlzon, Jan
- Case-study scenario exercises
- Categorization
- Centrality of visual product aesthetics (CVPA)
- CEOs, see Chief executive officers
- Certifications
- Challenger explosion
- Change, resistance to
- Channel:
- in lean start-up approach
- in six-cornerstone framework
- Chapman, Jonathan
- Charan, Ram
- Chesbrough, Henry
- Chief executive officers (CEOs):
- control by
- support for design thinking by
- Chief innovation officers (CIOs)
- Children&s Hospital of Pittsburgh
- China
- Christensen, C.
- Ciesko, Mark
- CIOs (chief innovation officers)
- Cisco
- Claims, patent
- Clarity, of business models
- Class, social
- Classicists
- Clay Street initiative
- Clean cut towel dispenser
- Climate, organizational
- Clorox
- Closed behaviors
- Closure step (CTN method)
- Coca-Cola Company
- Co-creation:
- in future-oriented design
- of inspirational design briefs
- as integral value
- in Menlo Innovation Ecosystem
- with stakeholders
- sustainability via
- Cognitive process of idea generation
- Coherence, business model
- Collaboration:
- on design briefs
- in design thinking
- identifying purpose of
- by UI and industrial designers
- Collages
- Collectivism
- Collins, Jim
- Color
- Commoner, Barry
- Common law trademark rights
- Communication:
- about radically new products
- in CTN method
- of global information
- in Menlo Innovation Ecosystem
- multimodal
- personas for
- product development phase related to
- with prototypes
- with stories
- Community first (emerging need)
- Competitions, let the best idea win
- Competitive advantage
- Competitive Advantage (Michael Porter)
- Competitive research
- Competitors
- Complete product stories
- Complexity, product
- Concept development:
- design briefs in
- sustainable
- Concept generation:
- Design Heuristics for
- transitioning from insight collection to
- Conceptual separability
- Condensation, of information
- Connectivity
- Consistent design
- Constitution, U.S.
- Consumer aesthetic preferences. See also Consumer response to product form
- cultural factors in
- individual factors in
- and product developers
- situational factors in
- and social class
- and user experience
- Consumer consumption chain
- Consumer involvement, purchase risk and
- Consumer needs. See also Customer needs; User needs
- Consumer preferences, in future-friendly design
- Consumer product evaluations, see Consumer response to product form
- Consumer-related factors, in response to product form
- Consumer response to product form
- brand strength/image as factor in
- consumer-related factors in
- context-related factors in
- culture- and time-related factors in
- influence of visual design principles on
- phase of product life cycle as factor in
- practical implications of relationship
- product category-related factors in
- and six roles of product appearance
- and size, shape, and color of product
- and visual typicality/novelty of product
- Consumer-values framework
- Consumption, subculture of
- Consumption chain
- Content distribution
- Context:
- and consumer response to product form
- corporate culture as
- for customer experience mapping
- in stories
- Context group (design quality criteria)
- Context mapping
- Context through Narratives (CTN) method:
- action step in
- case illustration
- closure step in
- and designers as interpreters of stories
- preparation step in
- prerequisites for using
- processing step in
- and role of users/stakeholders in service design
- and servitization trend
- Contextual immersion
- Contextual understanding
- Continuous improvement
- Continuum
- Contract manufacturing
- Contracts of ideas no longer open to debate
- Control:
- by CEOs
- in service experiences
- Cooper, R.
- Copyrights
- Copyright Act
- Coravin
- Corning
- Corporate culture
- as context for design work
- for creating radically new products
- default
- defined
- distinctive elements of
- distinguishing your organization with
- and early-stage ventures
- forces that undermine design thinking in
- and four pillars of innovation
- impact on design thinking of
- and knowledge management
- for strategically-embedded design thinking
- transforming
- Corporate gravity
- Corporate immune system
- Corporate myopia
- Cost advantage
- Cost structure, in lean start-up approach
- Cradle to Grave design
- Create mode (design thinking framework)
- Creative Problem Solving Group
- Creativity
- Creusen, M. E. H.
- Cross-disciplinary teams
- Crowdsourcing
- CTN method, see Context through Narratives method
- Cultural assessments
- Cultural conflict
- Culture:
- and consumer aesthetic preferences
- and consumer response to product form
- corporate, see Corporate culture
- national
- regional
- Customer(s):
- defined
- routine
- in six-cornerstone framework
- Customer development stage
- Customer engagement
- Customer experience:
- key elements of
- overmanagement of
- Customer experience maps
- best practices for using
- defined
- generating
- innovative solutions from
- inputs to
- in physical therapy services example
- Customer immersion labs
- Customer insights:
- collection of
- creating personas based on
- in CTN method
- in Define mode
- in Discover mode
- synthesizing information for
- Customer journey, moments in
- Customer journey mapping
- Customer needs. See also Consumer needs; User needs
- Customer operations, services supporting
- Customer participation
- Customer surveys
- Customization
- Cutaneous stimulation
- CVPA (centrality of visual product aesthetics)
D
- Dance, service experience involving
- Day-to-day problems, solving
- Deadlines, for cultural transformations
- Debate(s):
- contracts of ideas no longer open to
- in design thinking
- dual-mode
- idea
- process
- Decision points
- Decline phase, response to products in
- Dedicated infrastructure (pillar of innovation)
- Default culture
- Define mode (design thinking framework)
- Definiteness requirement
- Definition and design loop (product development)
- Delker, Wayne
- DeMartino, R.
- Dematerialization, design for
- Demographic characteristics, consumer response and
- Derivative works
- Design. See also specific types, e.g.: Industrial design (ID)
- corporate culture as context for
- and financial performance
- in intellectual property protection
- investment in
- next practices in
- personas in
- as service
- strengthening brand with
- sustainability as criteria for
- Design briefs. See also Inspirational design briefs
- collaboration on
- defined
- length of
- sustainability as concern in
- time frames for writing
- Design competence
- Design concepts:
- development of
- generation of
- personas for pitching
- Design directors
- Designers:
- beliefs about idea generation of
- collaboration by UI and industrial
- edge case discussions of engineering personnel and
- intellectual property protection for
- as interpreters of stories
- professional service
- roles of, in NPD
- Design for Capital Protection and Renewal
- Design for Dematerialization
- Design for Detoxification
- Design for Effectiveness (DfEffv):
- described
- other design strategies vs.
- Design for Environment (DfEnv):
- described
- other design strategies vs.
- and sustainability assumption testing
- and sustainability in concept development
- Design for Revalorization
- Design for Sustainability/Efficiency (DfS):
- described
- integrating design thinking in
- other design strategies vs.
- and sustainability in concept development
- Design Heuristics
- and cognitive process of idea generation
- defined
- and designers& beliefs about idea generation
- generating design concepts with
- generating ideas with
- identifying
- names and definitions of
- value of
- Design journey, documentation of. See also Journey mapping
- Design patents
- Design practices:
- for information management
- for problem definition
- for stakeholder management
- Design professionals. See also Designers
- in fuzzy front end of innovation
- relationships of business practitioners and
- Design proposals, communicating
- Design quality criteria (DQC):
- content distribution between
- for inspirational design briefs
- Design thinking. See also Strategically-embedded design thinking
- corporate culture&s impact on
- and corporate myopia
- defined
- in design for sustainability/efficiency
- and four pillars of innovation
- framework for
- at GE Healthcare
- history of
- idea generation in
- managing transitions in
- measuring and evaluating
- mindset for
- in new product development
- nonlinearity of
- sustainability in
- by teams with non-designers
- training non-designers in
- wicked problems in
- “Design Thinking: Take It Home” worksheet
- Design Thinking for Sustainability (DThfS)
- other design strategies vs.
- What if phase
- What is phase
- What works phase
- What wows phase
- Design thinking tools
- for information management
- for problem definition
- for stakeholder management
- Detoxification, design for
- Development process, personas in. See also New product development (NPD)
- Development timelines
- DfEffv, see Design for Effectiveness
- DfEnv, see Design for Environment
- DfS, see Design for Sustainability/Efficiency
- Diageo
- Dietz, Doug
- Digital functions, assigning
- Digital products, physical vs.
- Direction, prototypes for determining
- Disclosure requirements
- Discover mode (design thinking framework)
- Discover phase (service design)
- Discovery stage:
- for breakthrough innovations
- knowledge management in
- Display, defining
- Disruptive innovations
- Distinction: A Social Critique of the Judgment of Taste (Pierre Bourdieu)
- “Distinctive Elements of Corporate Culture”
- DIY production
- Documentation:
- of customer stories
- of design journey
- of Menlo Innovation activities
- Dollar coins
- Dove
- DQC, see Design quality criteria
- Drawings, for design patents
- d.school
- DThfS, see Design Thinking for Sustainability
- Dual-mode debates
- DuPont
- Durability, emotional
- Dyson Cool™ fan
E
- Early adopters
- Early prototyping
- Early-stage ventures
- clean cut towel dispenser example
- culture of
- defining and refining products at
- intellectual property protection at
- KidSmart smoke detector example
- mistakes in
- new product development at
- research in
- Early testing
- Ease of use
- Eco-efficiency
- E-commerce
- Economic metrics
- Economic model
- Edge cases
- Edison, Thomas
- Education level, consumer response and
- Effectiveness, design for, see Design for Effectiveness (DfEffv)
- Efficiency, see Design for Sustainability/Efficiency (DfS)
- E Ink
- Einstein, Albert
- Electric Boat
- Electric vehicles
- Elsum, I.
- Embedded sustainability
- Emerging need(s)
- community first as
- defined
- glass houses as
- keeping it real as
- the [relentless] pursuit of happiness as
- we [really] are the world as
- Emerging-technology focus
- Emotional durability
- Empathize step (Visualize, Empathize, and Ideate method):
- activities in
- in industrial design studio example
- and order of Visualize and Ideate steps
- Empathy:
- in design thinking
- in human-centered design process
- interviewing for
- Employee behavior, service experience and
- Employee empowerment
- Enablement requirement
- Energy usage metrics
- Engagement
- Engineering design
- Engineering loop (product development)
- Engineering personnel:
- edge case discussions with
- personas in work with
- Ensemble casting
- Entrepreneurs, see Early-stage ventures
- Environment(s). See also Design for Environment (DfEnv)
- as design quality criteria
- for innovation lab
- matching
- for service experiences
- for strategically-embedded design thinking
- and user needs
- Environmental metrics
- Eternally Yours designs
- Ethnographic research:
- in creation of personas
- in Visualize, Empathize, and Ideate method
- Ethnographic stories
- Europe. See also specific countries
- European Union
- Evaluate mode (design thinking framework)
- Evaluation. See also Consumer response to product form
- of design thinking
- of prototypes
- of radically new products
- Every Business is a Growth Business (Ram Charan)
- Exclusive rights, of patents
- Experiential learning
- Experiential motivators
- Experimentation skills
- Expertise
- Exploration, prototypes for
- Exploratory phase (Menlo Innovation Ecosystem)
- Expression (design quality criteria)
- content distribution for process vs.
- in design project brief
- in research project brief
- Expressive motivation
- External resources, lean canvas and
- Extreme users
F
- Facebook
- Facilitators:
- innovation
- knowledge management
- Failing fast
- Farming equipment and systems company, CTN method for
- Features, limiting
- Feedback:
- auditory
- from early testing
- in Evaluate mode
- on prototypes
- FEI canvas
- Feick, L.
- Femininity, of culture
- Feminity, of culture
- Fender
- FFE of innovation, see Fuzzy front end of innovation
- Fiksel, J.
- Financial performance, design and
- Find Partner quadrant
- Fire phone
- First concept prototypes
- First move advantage
- Flash mobs
- Flexibility:
- of corporate culture
- of design thinking
- Follow-Up phase (Menlo Innovation Ecosystem)
- Ford, Henry
- Ford Motor Company
- Four pillars of innovation
- Four Seasons
- Fourth wall, breaking
- France
- Fraser, H.
- Free business models
- Fresh Direct
- Fromkin, H. L.
- Function:
- Design Heuristics related to
- as design quality criteria
- Functional features, design patents on
- Functionalities, appearance and
- Functional motivators. See also Utilitarian motivation
- Funding, attracting
- Future-friendly design
- accountability in
- authenticity in
- connectivity in
- consumer-values framework for
- emerging consumer needs in
- global responsibility in
- personas for
- pursuit of happiness in
- themes in
- tool kit for
- Fuzzy front end (FFE) of innovation
- activities in
- design challenges in
- design thinking in
- information management in
- knowledge management in
- problem definition in
- stakeholder management in
- strategic integration of design professionals in
G
- GE, see General Electric
- GE Healthcare. See also Menlo Innovation Ecosystem
- Global Design group at
- impact of design thinking for
- innovation at
- Gender, consumer response and
- General Electric (GE). See also GE Healthcare
- General Motors
- Generative sessions, for stakeholder management
- Georgiv, Emil
- Gestural interfaces
- Gillette
- Gladwell, Malcolm
- Glass houses (emerging need)
- Global responsibility
- Goals:
- of creating radically new products
- for prototypes
- Going vertical
- Golden Rule
- Google
- Google Glass
- Google Patents
- Google X
- GoPro
- Goths
- Grace period, for prior art
- Gravity, corporate
- Gripple
- Group genius
- Growth mindset
- Growth phase, consumer response to products in
- Growth-related challenges, for innovation labs
- “Guide for Developing Powerful Value Accelerators”
H
- Hannover Principles
- Happiness, pursuit of
- Haptic technology
- Hardware, characteristics of
- Hardware development:
- and entrepreneurial culture
- integrating user interface and
- separation of software development from
- Hawkins, Jeff
- Healthymagination campaign
- Hedonic motivation
- Hei, Joseph
- Henderson, P. W.
- Hennala, L.
- Herman Miller
- Hero camera
- Hertenstein, J. H.
- Heuristics, design, see Design Heuristics
- High-performance quality
- Hoeffler, S.
- Hofstede, G.
- Holbrook, M. B.
- Holistic thinking:
- about problem definition
- design thinking as
- mind maps for
- Hollow core trap
- Holmberg, J.
- Honda
- “How might we” questions
- “How the Mighty Fall” (Jim Collins)
- Human-centered design
- Human factors
- Hypotheses, for solutions
I
- IBM
- ID, see Industrial design
- IDEA (International Design Excellence Awards)
- Idea audits
- Idea debates
- IDea Fan Deck
- Idea generation:
- challenges with
- cognitive process of
- in Create mode
- designers& beliefs about
- with Design Heuristics
- Idea jams
- Ideate step (Visualize, Empathize, and Ideate method):
- activities in
- in industrial design studio example
- order of other steps and
- Ideation:
- and corporate culture
- in Menlo Innovation Ecosystem
- prototypes in
- stories in
- Ideators
- Identify User Needs and Find the Value Proposition phase:
- in product development process
- stories in
- Identity tests
- IDEO
- Ignore quadrant
- IKEA
- “The IKEA effect”
- Immersion, contextual
- Immune system, corporate
- Implement stage (cultural transformation)
- Importance of product
- Improvisation, in service experience
- Income, consumer response and
- Incremental innovations. See also Sustaining innovations
- breakthrough vs.
- design thinking for
- at GE Healthcare
- knowledge management for
- Incubation stage:
- for breakthrough innovations
- knowledge management in
- InCycle collection
- Independent writing
- Individual factors, in consumer aesthetic preferences
- Individualism
- Industrial design (ID):
- decision points for guiding teams in
- developing best practices for
- identification of Design Heuristics in
- integration of user interface design and
- separation of user interface design from
- Industrial Design Society of America
- Industrial design studio example
- Influencer (six-cornerstone framework)
- Information:
- animation of
- communication of global
- condensation of
- from narratives
- seeking
- sensorial
- synthesizing
- translation of
- Information arbitrage
- Information management:
- as design challenge
- design practices for improving
- design tools for improving
- in fuzzy front end of innovation
- personas for
- Informative stories
- Infosys
- Infrastructure, as pillar of innovation
- Initial exploration, prototypes for
- Innovation(s). See also Breakthrough innovations; Fuzzy front end (FFE) of innovation
- corporate culture&s impact on
- as design quality criteria
- disruptive
- four pillars of
- at GE Healthcare
- incremental
- role of design thinking in
- sustaining
- technology and use knowledge for
- transformational
- Innovation Camp phase (Menlo Innovation Ecosystem)
- Innovation facilitators
- Innovation requirements
- Innovative solutions, from customer experience maps
- Insights, see Customer insights
- Inspiration
- Inspirational design briefs
- design quality criteria for
- distribution of content for process vs. expression in
- pitfalls with
- for product design project
- for research project
- writing
- Inspiring stories
- Integral values
- Integration, of stakeholder perspectives
- Integrative design thinking
- Intel
- Intellectual property protection
- in copyright system
- definition of “design” in
- design patents for
- at early-stage ventures
- strategic considerations with selecting
- trademark rights for
- utility patents for
- Intelligence amplification:
- in discovery stage
- intelligence leveraging vs.
- organizational requirements for implementation of
- Intelligence leveraging:
- in amplification stage
- for breakthrough innovations
- intelligence amplification vs.
- Interaction design (IxD)
- Interactive simulations
- Internal capacity, for service design
- International Design Excellence Awards (IDEA)
- Internet of Things
- Interpretation, of narratives
- Interviews
- Intrapreneurs
- Introduction phase, consumer response to products in
- Intuit
- Intuition–rational approach to FFE
- Inventions
- Invent stage (cultural transformation)
- Investment, in design
- Involvement, consumer
- iPhone
- iPod
- Iteration(s):
- in design thinking and corporate culture
- in integrated UI and ID projects
- in lean start-up approach
- product development phase related to
- Iterative approach:
- to design thinking
- to service design
- iTunes
- IxD (interaction design)
J
- James Cropper PLC
- Jams
- Japan
- Jet Propulsion Laboratory (JPL)
- Job to be done perspective
- Johnson, Mark
- Jones, C.
- Journey mapping:
- customer
- sustainability
- for teams with non-designers
- JPL (Jet Propulsion Laboratory )
- JWD-Creative
K
- Kagerman, Henning
- Keeping it real (emerging need)
- Kelleher, Herb
- Kelley, David
- Kellogg Company
- Kelly, David
- Kennedy, John F.
- Keurig Green Mountain
- Key personnel, in strategically-embedded design thinking
- Keystone Project Team
- Kick Out the Ladder philosophy
- Kickstarter
- KidSmart smoke detector
- Kinesthetic sense
- Knowledge:
- consumer response and product
- technology
- use
- Knowledge brokering
- Knowledge management (in general):
- facilitators of
- function of
- history of
- Knowledge management for breakthrough innovations
- in acceleration stage
- in discovery stage
- and incremental vs. breakthrough innovations
- in incubation stage
- and intelligence leveraging vs. amplification
- organizational implications of
- with technology market mind maps
- with technology transfer tool
- Kodak
- Koen, P. A.
- Konsti-Laakso, S.
- Kotchka, Claudia
- Kumar, V.
L
- Lab126 (Amazon)
- Lafley, A. G.
- Landscaping method
- Large enterprises, lean start-up approach for, see Lean start-up approach
- Laszlo, C.
- Launch, product
- Leadership, of integrated UI and ID projects
- Leadership mandate
- Lead users
- Lean canvas
- Lean start-up approach
- business models in
- domains suited for
- elements of
- human-centered design for
- implementation of
- Leap Motion Controller
- Learning:
- building to learn
- experiential
- from prototypes
- sustainability learning launch
- Learning cost uncertainty
- LEGO
- Length, design brief
- “Let the best idea win” competitions
- Leveraging:
- intelligence
- of Value Accelerators™
- Levitt, Theodore
- Liedtka, J.
- Life-cycle analysis
- Lifestyle, culture and
- Liquid lens concept
- Lockheed Martin Skunk Works
- Logical stories
- Logo design
- Long-term orientation
- “Look for” advertising
- Low-fidelity prototypes
- Low-resolution prototypes
M
- McDonough, W.
- Magretta, Joan
- Maker Movement
- Malkewitz, K.
- Management:
- alignment of
- communication with
- Manufacturing:
- contract
- prototypes for facilitating
- in six-cornerstone framework
- Market needs
- Market research:
- for early-stage ventures
- for Visualize, Empathize, and Ideate method
- Martin, Roger
- Masculinity, of culture
- Masstige
- Matching environments
- Material burden metrics
- Maturity phase, consumer response to products in
- Maurya, A.
- Mavens
- Meaning, secondary
- Medtronic
- Membership, teams with changing
- Menlo Innovation Ecosystem
- about
- Boot Camp phase in
- challenges with
- Exploratory phase in
- Follow-Up phase in
- and GE Healthcare&s Global Design group
- and impact of design thinking for GE Healthcare
- Innovation Camp phase in
- lessons from
- Research Plan phase in
- success factors for
- Menlo Innovation Lab
- Menlo Park research laboratory
- Meredith, Mukara
- Metaphors
- Metrics:
- for idea and process debates
- for sustainability
- Migration, application
- Military aircraft, displays in
- Mind maps:
- generating problem definition with
- sustainability
- technology market
- Mindset:
- of design thinking
- growth
- for training in design thinking
- Minimum viable prototype (MVP)
- Mobile devices, in Menlo Innovation Ecosystem
- Modern values
- Moments of truth
- Mood boards
- Motivators and motivation:
- experiential
- expressive
- functional
- hedonic
- symbolic
- utilitarian
- Multimodal communication
- Multivoting
- Murphy, Lawrence “Murph”
- MVP (minimum viable prototype)
- Myopia, corporate
N
- Naming, of early-stage ventures
- Narratives. See also Context through Narratives (CTN) method; Story(-ies)
- benefits of using
- interpretation and analysis of
- in service process
- National culture:
- conflict due to
- and consumer aesthetic preferences
- NBC Universal
- Need(s):
- consumer
- customer
- emerging
- market
- for uniqueness
- user
- Need Seekers
- Nespresso
- Nestlé
- Nest Learning Thermostat
- Netherlands
- Netherlands Design Institute
- Netnography
- “A New Era of Sustainability” report
- New product development (NPD):
- in Design for Environment
- at early-stage ventures
- prototypes and stories in phases of
- for radically new products, see Radically new products
- role of design thinking in
- roles of designers in
- total customer experience in
- Newton
- Next practices, in design
- Nike
- Nikon
- Nintendo Wii
- Nitterhouse, D.
- Nokia
- Non-cost differentiation advantage
- Non-designers, see Teams with non-designers
- Nonlinearity, of design thinking
- Nonobviousness requirement
- Nonusers, in customer experience mapping
- Non-user personas
- Nordstrom
- Novel technology
- Novelty, visual
- Novelty requirement
- NPD, see New product development
O
- Observational research
- O&Connor, G. C.
- Office of transformation
- Off-the-rack creative processes
- Ogilvie, T.
- Ohga, Norio
- Olay
- Onboarding
- One-year grace period, for prior art
- Online customer communities
- Open behaviors
- Open Business Models (Henry Chesbrough)
- OpenOffice.org
- Open source software movement
- Operations (six-cornerstone framework)
- Opportunity statements
- Opposite surface, Design Heuristics related to
- Optimal stimulation level (OSL)
- Orbit Baby
- Organizational architecture, knowledge management and
- Organizational practices, for strategically embedding design thinking
- Organizational procedures, routine
- Orth, U. R.
- OSL (optimal stimulation level)
- Osterwalder, A.
P
- Packaging
- Pain points:
- identifying
- reframing
- in Visualize, Empathize, and Ideate method
- Palm Computer
- Parallel design briefs
- Parallel paths of prototyping
- Parjanen, S.
- Participation, in service process
- Participatory design
- Patents:
- design
- for early-stage ventures
- prototypes for defining
- utility
- Patent Act
- Patent claims
- Patent pending products
- People-centric orientation
- Performance group (design quality criteria)
- Performance testing
- Perks, H.
- Personas
- anti-
- buyer
- communicating with
- creating
- in customer experience mapping
- defining
- in design process
- in development process
- for future-friendly design
- for information management
- limitations of using
- non-user
- prioritization of
- in software product example
- in stories
- for user-centric products
- visual maps vs.
- Personality:
- and aesthetic response
- and consumer response to product form
- Petersen, S.
- Peterson, Donald
- Philips Alessi coffeemaker
- Philosophy (design quality criteria)
- Physical context, for aesthetic preferences
- Physical factors, in successful innovation labs
- Physical functions, assigning
- Physical products, digital vs.
- Physical therapy services example:
- customer experience maps in
- enhancing user value in
- generating personas for
- identifying pain points in
- identifying touch points in
- observational research on user experience in
- reframing pain points in
- testing and refining solutions in
- types of users of
- Pictorial archives
- Pigneur, Y.
- Pile of Rocks exercise
- Platt, M. B.
- Playstation products
- PLC, see Product life cycle
- Point of view (POV) of the user
- Poling, Harold “Red”
- Polishing prototypes
- PO-PSS (product-oriented PSS)
- Porter, Michael
- Postmodern values
- POV (point of view) of the user
- Prahalad, C. K.
- Preparation step (CTN method)
- “Preparing the ground” for business practitioners
- Price, L. J.
- Prior art
- Priorities quadrant
- Prioritization:
- of personas
- of product features
- of Value Accelerators™
- Problem definition:
- as design challenge
- design practices for improving
- design tools for improving
- in fuzzy front end of innovation
- in lean start-up approach
- personas in
- stories for
- Problem identification
- Problem solving
- Problem statements
- Process (design quality criteria)
- content distribution for expression vs.
- in design project brief
- in research project brief
- Process debates
- Processing step (CTN method)
- Process phase check-ins
- Procter & Gamble
- Product(s):
- appearance of, see Appearance, product
- patent pending
- radically new, see Radically new products
- refining, see Refining products
- scrapping of
- services supporting
- simplification of
- in six-cornerstone framework
- social significance of
- user-centric
- user interfaces for physical vs. digital
- Product category-related factors, in consumer response
- Product definition
- Product design, service vs.
- Product design project, brief for
- Product developers, influence of aesthetic preferences on
- Product Development Institute Inc.
- Product evaluations by consumers, see Consumer response to product form
- Product form. See also Consumer aesthetic preferences; Consumer response to product form
- characteristics of
- defined
- Production, DIY
- Production loop (product development)
- Product knowledge
- Product launch
- Product life cycle (PLC):
- consumer response and products& phase in
- life-cycle analysis for sustainable concept development
- Product managers
- Product-oriented PSS (PO-PSS)
- Product-service system (PSS) approach
- Product testing, for early-stage ventures
- Product usage
- Professional service designers
- Project teams:
- for cultural transformations
- for integrated UI and ID projects
- Proportions (of product)
- Proprietary creative process (pillar of innovation)
- Prototypes:
- combining stories and
- communication with
- in Create mode
- defined
- early
- for early-stage ventures
- first concept
- goals of building
- hardware vs. software
- for integrated UI and ID projects
- in lean start-up approach
- low-fidelity
- low-resolution
- minimum viable
- in Orbit Baby example
- parallel, for hardware and software
- pitfalls with
- in product development framework
- from rapid prototyping
- requirements before building
- role of, in design thinking
- simulations as
- undesigned
- PSS (product-service system) approach
- PTO, see U.S. Patent and Trademark Office
- PUMA
- Purchase motivation
- Purchase risk
- Pursuit of happiness
Q
- Quality cues, from product appearance
- Quick Hits quadrant
- Quirky.com
R
- Radically new products
- analogical thinking in development of
- communication about goal of creating
- crowdsourcing in development of
- defined
- emerging-technology focus for developing
- solving day-to-day problems with
- time frames for developing
- Raju, P. S.
- Rangaswamy, V.
- Rapid prototyping
- Rationality
- Raynor, M. E.
- Readiness, for design thinking
- Recognition, for crowdsourced ideas
- Recovery and reuse materials
- Refining products:
- based on customer experience maps
- at early-stage ventures
- product development phase related to
- Reflection:
- in Menlo Innovation Ecosystem
- in Visualize, Empathize, and Ideate method
- Reframing:
- customer experience maps for
- mind maps for
- for problem definition
- Regional culture, aesthetic preferences and
- Registration:
- copyright
- trademark
- “Reinventing Your Business Model” (Johnson, Christensen, and Kagerman)
- The [relentless] pursuit of happiness (emerging need)
- Repeat a component (Design Heuristic)
- Repurposing
- Research:
- background
- competitive
- in early-stage ventures
- ethnographic
- market
- observational
- on strategically-embedded design thinking
- technical
- user
- Research Plan phase (Menlo Innovation Ecosystem)
- Research projects, design briefs for
- Resistance to change
- Resources:
- external
- for innovation labs
- Response subdimension (CVPA)
- Responsibility:
- global
- social
- Results-oriented PSS
- Revalorization, design for
- Reveal stage (cultural transformation)
- Revenue (six-cornerstone framework)
- Reward system, for cultural transformation
- Riedel, J.
- Risk:
- prioritizing Value Accelerators™ based on
- purchase
- and value of business model design
- Ritz-Carlton
- Robinson, John
- Rocky Horror Picture Show (film)
- Romanticists
- Routine customers
- Routine organizational procedures
- Routine users
- Royal Canadian Mint
- Ryanair
S
- Safmarine Shipping
- SAS (airline)
- Sauber, Sean
- Save the Food from the Fridge Project
- SAYL® chair
- Scaling tools
- Scaling up innovation labs
- Scenarios:
- analyzing process options with
- building
- in CTN method
- Scenario thinking
- Schwartz, Bob
- Scrapping products
- Searle
- Secondary meaning
- Segway
- Self-construal
- Self-service
- Sensing trends
- Sensorial information, in stories
- Sensors, usage
- Separability, conceptual
- Service, design as
- Service blueprint
- Service design. See also Context through Narratives (CTN) method
- and control of service experience
- examples of
- as ongoing process
- product vs.
- role of users/stakeholders in
- service process in
- stories in
- theatrical production and
- Service experiences:
- control of
- designing compelling
- ongoing design of
- with song and dance
- Service process
- narrative in
- participation in
- surprise in
- Servitization:
- steps in
- as trend
- Shape, product
- Short-term orientation
- Simon, Herbert
- Simplification, of product
- Sims, P.
- Simulations
- Singapore
- Singing, service experiences involving
- Situational factors, in aesthetic preferences
- Six-cornerstone business model framework:
- benefits of using
- components of
- designing business models with
- identifying cornerstones for improvement
- Size, product
- SMART Venture Concepts
- Snyder, C. R.
- Social acceptance uncertainty
- Social class
- Social context, for aesthetic preferences
- Social/human (design quality criteria)
- Social responsibility
- Social significance of product
- SoftSoap
- Software development
- Software products, personas for
- Solo
- Solution attributes maps
- Sony
- Source volume metrics
- Southwest Airlines
- Specifications:
- for integrated UI and ID projects
- in patent applications
- SPICE framework
- Spiral Dynamics
- Sprints
- Stage-Gate™
- design process for breakthrough innovations vs.
- for hardware development
- for sustaining innovations
- Technology
- Stakeholders:
- co-creation with
- communication with
- integrating perspectives of
- in service design
- value pursuit maps for
- Stakeholder interviews
- Stakeholder management:
- as design challenge
- design practices for improving
- design tools for improving
- in fuzzy front end of innovation
- Stakeholder mapping
- Stakeholder value maps
- Stanford University
- Start-ups, see Early-stage ventures
- Steelcase
- Steinert, M.
- Stimulation level, optimal
- Story(-ies). See also Narratives
- combining prototypes and
- communication with
- complete product
- defined
- designers as interpreters of
- in design thinking
- ethnographic
- in future-oriented design
- informative
- inspiring
- logical
- in Orbit Baby example
- organizing, in CTN method
- pitfalls with
- in product development framework
- putting your organization in
- in service design
- tips for creating
- Storyboards:
- in fuzzy front end of innovation
- for integrated UI and ID projects
- personas in
- Story fragments
- Storytelling
- Strategically-embedded design thinking
- climate associated with
- connections of techniques in
- and corporate culture
- key personnel in
- organizational practices for
- practical implications of
- research on
- Strategic integration of design professionals, in FFE
- Strategy Execution Survey
- Strategy group (design quality criteria)
- Strict identity tests
- Structure (design quality criteria)
- Stuart, F. I.
- Subculture of consumption
- Success(es):
- of Menlo Innovation Ecosystem
- relying on present
- Sungard
- Supply chain, issues with
- Supportive corporate culture (pillar of innovation)
- Surprise, in service process
- Surveys, customer
- Sustainability
- bolted-on vs. embedded
- comparison of design strategies for
- in concept development
- defined
- in Design for Effectiveness
- in Design for Environment
- in Design for Sustainability Efficiency
- Design Heuristics related to
- embedded
- emotional durability vs.
- in Eternally Yours designs
- inspirational design brief for research project on
- and integrating design thinking in DfS
- metrics for
- visualization of
- in What if phase
- in What is phase
- in What works phase
- in What wows phase
- Sustainability assumption testing
- Sustainability backcasting
- Sustainability brainstorming
- Sustainability journey mapping
- Sustainability learning launch
- Sustainability mind maps
- Sustainability value chain analysis
- Sustaining innovations. See also Incremental innovations
- Switching costs
- Symbolic motivation
- Symbolic (affective) uncertainty
- Symbolic value, of product appearance
- Symmetry
T
- Target
- Target group of consumers, testing with
- Taste:
- of designers vs. consumers
- and expertise
- and social class
- Tax, S.
- Teams:
- creation of personas in
- cultural transformation
- decision points for
- Design Heuristics for
- for integrated UI and ID projects
- measuring effectiveness of
- Teams with non-designers
- adapting to changing membership of
- challenges with design thinking on
- dual-mode debates for
- managing design thinking transitions on
- and training non-designers in design thinking
- Technical research
- Technology Drivers
- Technology enablers
- Technology knowledge
- Technology market mind maps
- Technology Stage-Gate™
- Technology transfer tool
- Technology translation tables
- Tele-PT concept
- Templates, design brief
- Testing
- in early-stage ventures
- of integrated UI and ID projects
- performance
- of product aesthetics with target group
- product development phase related to
- of prototypes
- of solutions based on customer experience maps
- with strict identity tests
- sustainability assumption
- with target group of consumers
- validating personas with
- Theatrical production, service design and
- Threadless Tee Shirt Company
- 3M
- Three-dimensional printing
- Three Steps to Assessing Your Current Business Model Strength
- Threshold ornamentality requirement
- Tide
- Time for Life (John Robinson)
- Time frames:
- for developing radically new products
- for stories
- for writing design briefs
- Timelines:
- in customer experience mapping
- development
- merging hardware and software
- Time orientation
- Time pressure, for early-stage ventures
- Time-related factors, in consumer response
- “To be” experience maps
- Total customer experience
- Touch points
- Touch screens
- Toyota
- Trademarks
- Traditional values
- Training, of non-designers
- Train the trainer model
- Transformational innovations
- Transformation leadership team
- Transitions in design thinking, managing
- Transition specialists
- Translation, of information
- Transparency
- Troiano, Richard
- Trunki
- Trust
- Truth
- Tufte, Edward
- Twinings
- Typicality, visual
U
- UI design, see User interface design
- UL (Underwriters Laboratories)
- Uncertainty(-ies):
- affective
- benefit
- consumer
- with designing breakthrough innovations
- in fuzzy front end of innovation
- learning cost
- social acceptance
- symbolic
- Understanding:
- between business practitioners and design professionals
- contextual
- importance of understanding users
- Underwriters Laboratories (UL)
- Undesigned prototypes
- UNEP (United Nations Environment Programme)
- Unhook stage (cultural transformation)
- Unilever
- Uniqueness, need for
- United Kingdom
- United Nations Environment Programme (UNEP)
- United States:
- culture and aesthetic preferences in
- income/education level and consumer response in
- lifestyle and role of bicycles in
- U.S. Mint
- U.S. Patent and Trademark Office (PTO)
- Unity (of design)
- Unsupported use cases
- UO-PSS (use-oriented PSS)
- Usage contexts
- Usage sensors
- Use knowledge
- Use-oriented PSS (UO-PSS)
- Use packaging as functional component (Design Heuristic)
- User(s):
- anti-personas vs. personas for
- buyers vs.
- ethnographic research on
- experience mapping for. See also Customer experience maps
- extreme
- importance of understanding
- lead
- non-
- for personas
- point of view of
- role of, in service design
- routine
- User-centered design
- User-centric products
- User experience:
- and aesthetic preferences
- in service design
- user interface vs.
- User-facing solutions
- User-inspired ideas
- User interface(s):
- defined
- for digital vs. physical products
- elements of
- emerging technologies for
- in video game industry
- User interface (UI) design
- decision points for guiding teams in
- developing best practices for
- emerging technologies in
- integration of industrial design and
- separation of industrial design from
- User needs:
- Design Heuristics related to
- in integrated UI and ID projects
- product development phase related to
- User persona. See also Personas
- User research:
- for early-stage ventures
- for Visualize, Empathize, and Ideate method
- User tasks, in integrated UI and ID projects
- User testing:
- with prototypes
- of solutions based on experience maps
- validating personas with
- Utilitarian motivation. See also Functional motivators
- Utility patents
- disclosure requirements related to
- novelty and nonobviousness requirements for
- and patent claims
- prior art for
- Utilize opposite surface (Design Heuristic)
V
- Validate and Communicate Broadly phase:
- of product development process
- stories and prototypes in
- Validation, of minimum viable prototype
- Values (ethics):
- consumer-values framework for future-friendly design
- integral
- modern
- postmodern
- prioritizing Value Accelerators™ based on
- stakeholder value maps
- traditional
- Value (worth):
- aesthetic
- of business model design
- consumer perceptions of
- of Design Heuristics
- in human-centered design process
- symbolic
- using customer experience maps to enhance user
- Value Accelerators™
- developing
- leveraging, in business strategy
- prioritizing
- strategic planning based on
- Value chain analysis
- Value creation metrics
- Value networks, new
- Value proposition
- Value proposition canvas
- Value pursuit maps, stakeholder
- Value subdimension (CVPA)
- Verbalizers
- Veryzer, R. W.
- Viability (design quality criteria)
- Video game industry, user interfaces in
- Virgin Atlantic
- Vision, in early-stage ventures
- Visual design principles
- Visualization:
- in discovery stage
- in incubation stage
- and intelligence amplification
- sustainability
- Visualize, Empathize, and Ideate method
- and challenges with idea generation
- components of
- and importance of understanding users
- industrial design studio example
- order of phases in
- Visualizers
- Visualize step (Visualize, Empathize, and Ideate method):
- activities in
- in industrial design studio example
- order of other steps and
- Visualizing tendency
- Visual maps
- Visual novelty
- Visual product aesthetics, centrality of
- Visual simulations
- Visual typicality
W
- Walkman
- Wal-Mart
- War rooms
- Water usage metrics
- “We Are the World” (song)
- We [really] are the world (emerging need)
- What-if financial models
- What if phase
- What is phase
- What We Wish We Knew activity
- What works phase
- What wows phase
- White, Bryan
- White Cloud scenario, business model design in
- Whitney, Patrick
- “Why Business Models Matter” (Joan Magretta)
- Wicked problems
- Wii
- Wikipedia
- Wirtz, B. W.
- World Business Council for Sustainable Development
- World Values Survey
- Written description, in patent application
Z
- Zhang, Y.
- Zhexembayeva, N.
- Zip Car
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