This document summarizes a presentation about using human-centered design for health funders. It discusses how human-centered design looks outward to understand user needs rather than focusing inward. The presentation covers 6 principles of human-centered design: see and experience, dimension and diagram, question and reframe, imagine and model, test and shape, and pitch and commit. Examples of applying these principles to medication errors and food deserts are provided. The document also discusses prototyping ideas through storyboards and early versions to get feedback.
Human-Centered Design: A Powerful Tool for Health Funders
1. Human-Centered Design: A Powerful Tool
for Health Funders
Presented by
Marybeth Sharpe, Kate Weiland Gordon and Betty Moore Foundation
Amy Seng, Nadeem Haidary gravitytank
March 6, 2015
2. What are you hoping to get out of
today’s session?
2
5. 5
Human-centered design looks outward
for inspiration
Human-centered design is the process of
designing products and services rooted in the
needs and values of the people who will use them.
It starts with empathy and uses creative problem-solving techniques to
design, prototype, and implement disruptive solutions.
6. 6
6 Principles for Working Differently
SEE &
EXPERIENCE
DIMENSION
& DIAGRAM
QUESTION &
REFRAME
TEST &
SHAPE
PITCH &
COMMIT
IMAGINE &
MODEL
7. Observe and gather
evidence from the
people, context and
situation you want to
design for.
7
See and Experience
12. 12
Pitch and Commit
Put together a short,
compelling case for your
project that people can
get behind.
13. 13
» Design process engaged frontline RNs
» Iterative prototyping
» signs
» sash
» buttons
» hand signal
» vest
» Rapid buy-in and spread
» >50% sustained reduction in
medication administration errors
Medication Administration “No Distraction” Vest
14. 14
Transitional Care Tool:
Practical Way to Share Front-line Lessons Learned
» Human-centered design process
engaged front-liners
» In-person brainstorming session
allowed potential users to:
» Imagine solutions using mash-
ups
» Prototype potential solutions
» Pitch prototypes
15. Applying human-centered design to
food deserts
15
DIMENSION
& DIAGRAM
QUESTION &
REFRAME
TEST &
SHAPE
PITCH &
COMMIT
IMAGINE &
MODEL
SEE &
EXPERIENCE
16. 16
We would start by talking to people who struggle
to find healthy foods in their community
SEE &
EXPERIENCE
» Go shopping with residents.
» “Intercept” people outside
convenience stores.
» Interview food distributors,
farmers, and store owners.
17. 17
With a mass of information, we’d try different
ways of organizing it
DIMENSION
& DIAGRAM
» Cluster observations into
larger themes.
» Map what people say, do,
think and feel.
» Diagram people’s journeys.
18. 18
We’d look for patterns, outliers, and
opportunities for change
QUESTION &
REFRAME
» How have our assumptions
around finding healthy foods
been challenged?
» Is there a better way than the
status quo?
19. 19
Now what do you do?
IMAGINE &
MODEL
» Use storyboards to bring to life
the challenges people face.
» Brainstorm solutions.
» Look for inspiration in other
industries.
» Quickly prototype the most
interesting ideas.
21. 21
A storyboard is a sequence of simple pictures that
show key moments in a person’s experience
» Storyboards help you clarify and
communicate research to others.
» They put problems in a real, human
context and expose pain points
(small, specific problems) to solve.
» Storyboards can be made of
drawings, photos or diagrams.
23. 23
25 MIN ACTIVITY
Storyboarding & Brainstorming
» Let’s split the room in half. One group will
explore food deserts, the other doctor’s visits.
» Each group will take a look at a storyboard
and identify pain points to solve for.
24. 24
Brainstorming Guidelines
» Capture each idea with a large, simple sketch
that includes a brief title or description.
» Once captured, pitch your idea to the group.
» Go for quantity. For now, don’t spend any time
discussing and critiquing ideas.
» Use the mashup die to spark new ideas:
What would ______ do if they were trying to
solve this problem?
25. 25
HUMAN-CENTERED DESIGN METHOD 2:
Prototyping
"If I wanted to check the
calendar I'd take it out and
press the wooden button”
JEFF HAWKINS
Co-Founder, Palm
26. 26
A prototype is an early manifestation of a
product or service
» Prototypes give you something tangible to get
feedback on.
» Prototyping forces you to make decisions
about an idea.
» They represent ideas in a compelling way,
creating buy-in for what it would be like if the
concept came to fruition.
27. 27
You can prototype just about anything
products
communications
brands
software
interfaces
environments
initiatives, programs
events
protocols
services
strategies
28. 28
How do you prototype a strategy or initiative?
To prototype ideas that are broad and abstract,
you prototype how people would experience
them in the world.
You prototype a touchpoint.
29. 29
25 MIN ACTIVITY
Prototyping
» Pick your favorite idea and work individually
or in small groups to prototype that idea.
» Take on bite sized challenges, don’t try to
solve it all at once.
» Use any of the materials on hand. What you
are capable of making is more than sufficient.
» Finally, we’ll ask two groups to pitch their
prototype.
30. 30
25 MIN ACTIVITY
Tips and Tricks
Build on existing objects
Changing the label on an
existing product or moving
around the furniture in your
environment can be enough
to prototype the idea you
have in mind.
Scale things down
Use scale models to make
larger ideas more
manageable.
Paper prototypes
Large sketches or a series of
drawings can be a great way
of prototyping (even
technology). Creating a new
future-state storyboard is
also a way of prototyping.
Fill gaps with role playing
Role playing goes a long
way communicating parts
of the experience that are
difficult to prototype. Build
props and set up
environments to help with
role playing.
31. 31
Getting started with human-centered design
» Build empathy for end users by getting out there
to shadow and talk to them.
» Look outward and get inspired by ideas from
other organizations.
» Include end users in all parts of the process,
including designing solutions.
» Embrace iteration by constantly prototyping and
testing ideas.