The role of empathy in understanding design problems to develop innovation to satisfy consumer desires

Document Type : Original Article

Authors

1 faculty of applied arts ,Badr university

2 faculty of applied arts. Helwan university

Abstract

Defining design problems is the first step to the solution, which is the stage of defining the initial project of the project as it exists in the time and effort and identifying the products in the raw or operating tools and designing the possibility of trading the product at its price that is compatible with the economic and environmental aspects of the consumer.

The researcher believes that there are two basic steps before starting to solve any design problem:

Defining the problem clearly and well understood the user's point of view, which designs him from scratch from the age point and what the consumer wants whether it is the starting point. This is done by observing, interacting, and immersing themselves in their experiences sufficiently to elicit knowledge representing knowledge of this knowledge that begins with the processing of this information.

This process is called empathize, which aims to understand the problem

Then we analyze and interpret the results to form the initial plan for Design Thinking, which will be translated into a clear plan that addresses the design to reach the optimal solution that achieves satisfaction of the consumer’s desires, whether psychological (cultural) or material (represented in the product’s function, price and quality).

Accordingly, the researcher believes that empathy provides the first step that links the designer and the user, who may be from two different cultural backgrounds, and in this research we will address two parts:

• First: Defining the problem in a clear way through some innovative tools such as

(5W1H & Star bursting& CATWOE& whys5 )

• The second: to identify the causes of the problem in an accurate manner, for the ease of choosing the most appropriate solution for the application, which meets all the criteria that achieve consumer satisfaction by satisfying his desires, and this is done through tools such as

( Wishful Thinking & Role playing )

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