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10. SCAMPER helps trigger novel ideas during brainstorming by prompting designers to look at problems from
different creative angles. Each letter stands for a thinking strategy:
• Substitute – What can you replace in the design?
• Combine – Can you merge elements for better results?
• Adapt – What can you borrow or modify from another context?
• Modify – Can you change shape, size, or function?
• Put to another use – Can it serve a different purpose?
• Eliminate – What can you remove to simplify the idea?
• Reverse – Can you rearrange or do the opposite?
These prompts encourage students to explore possibilities beyond obvious solutions and inspire innovation.
V. 1. A spatial-social mapping exercise shows how people interact with space over time. When it reveals
preferences like shaded seating and multi-use pathways, it gives designers direct insight into user behavior
and needs. This understanding helps in making informed decisions—like adding more shaded benches or
designing wider, shared pathways for walkers and cyclists. It ensures that the design is rooted in real usage
patterns, making the space more inclusive, functional, and user-friendly.
2. The student group should carefully review the feedback to identify what works well and what issues users
faced with the smart bag prototype. For example:
• If users find the USB pocket hard to reach, they can reposition it for better access.
• If the bag feels bulky, they might reduce padding or redesign compartments for better space efficiency.
• They should also note any new feature suggestions, like waterproofing or better zip quality, and test
revised prototypes based on these inputs.
In short, feedback should guide practical improvements to make the design more user-friendly, functional,
and appealing.
3. User feedback reveals how real users respond to a product’s design, functionality, and usability. It uncovers
what works, what needs improvement, and what might be missing. Gathering feedback allows designers
to make informed changes, ensuring that the final solution is truly useful and solves the actual problem
effectively.
4. Prototyping is about creating a rough version of a solution to test its function and get user feedback. The final
presentation, however, is about sharing the entire design journey—from the problem to the final solution.
While prototyping is iterative and internal, presentation is a polished, external communication of the final
outcome.
5. Testing multiple ideas helps evaluate different approaches and compare their effectiveness. It prevents
designers from settling on the first or easiest solution and ensures that the final product addresses the user’s
real needs. It also opens up unexpected insights and possibilities that may not have been considered earlier.
6. Brainstorming is a creative thinking method for generating fresh concepts and resolving issues. This
technique, used in the ideation stage, is used by teams to promote fresh perspectives and come up with
answers as a group. Brainstorming creates an environment that is open and creative by promoting free
thought and enabling all ideas to be spoken without bias. Although it may be done alone, this technique
usually includes a group of people.
VI. 1. I would revisit the prototype design, identify the leakage point, and modify the material or lid design. After
adjusting the prototype, I’d test it again with users and document all improvements for the final presentation.
2. I would ask follow-up questions to understand what feels difficult, then simplify the design. I could adjust
the opening mechanism, add labels or instructions, and ensure all changes are based on user feedback before
presenting the final version.
3. SCAMPER can help us think creatively—e.g., “Substitute” paper with QR codes, “Eliminate” printed entry
passes, or “Put to another use” old event banners. These prompts help generate multiple eco-friendly
solutions quickly and practically.
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