Page 200 - Design Thinking C11
P. 200
21 st #Creativity
Century
Redesign the entrance area of your school or a nearby bus stop. Skills #Critical Thinking
Steps:
1. Observe the space for a day.
2. List down all the users.
3. Interview at least 3 users.
T
A 4. Create a user journey map.
S 5. Sketch a new design.
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6. Present your design and explain your choices.
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Students can use the following table to create a user journey map:
Stage User Action User Thoughts User Feelings Pain Points / Opportunities
Challenges for Design
1. Entry What does the What are they How do they What makes How can the
user do when thinking? feel at this this step design improve
they arrive? moment? difficult or this moment?
confusing?
2. Navigating How does the Are they Do they feel Are directions Better signs?
user move confident or safe, welcome, clear? Is it Better layout?
around the confused? lost? accessible?
space?
3. Using the What are they Is it easy or Calm? Lack of seats? More seating?
Service trying to do? frustrating? Annoyed? Noise? Poor Shade? Quiet
(sit, wait, read) Uncomfortable? lighting? zone?
4. Exiting How do they Was it a Satisfied? Confusing Improve flow,
leave the good or bad Frustrated? exit? No exit signs, user
space? experience Rushed? feedback? feedback box
overall?
5. Post- Will they come Was it Valued? Nothing new? Add features
Experience back? Tell memorable or Ignored? Not useful? to encourage
others? forgettable? Inspired? return visits
• Choose a real user or persona (e.g., a school student at a bus stop).
• Fill in each row to describe the experience.
• Use it to identify where the user struggles and how design can help.
Here is a sample user journey for you to study and understand:
User Journey – Senior Citizen in a Public Park
Step What they do What they may feel or face
1. Entry Walk slowly into the park Path is uneven or there are no ramps
2. Seating Look for a shaded bench Some benches are broken or in the sun
3. Relaxing Sit and talk to others / meditate They enjoy the peace but are disturbed by loud noises
4. Exit Leave carefully using a side gate Exit path is slippery or not well-marked
Design Thinking and Innovation XII
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