3. Patterns and Practices for Innovation

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In this chapter we will talk about some patterns and practice that will help you get the most out of sketching and prototyping with a focus on techniques for brainstorming and ideation.

The philosophy and psychology of great human experiences is often difficult to visualize, even though we have all experienced them in our lives. There are two theories that are useful in assisting with organizing the task of people-friendly products. The first is the Kano model, which we have conveniently attempted to re-imagine for a design process (see Figure 3.1).

Figure 3.1 The Kano model for user experience.

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