Testing is the final step to the Design Thinking process. All the experimenting, data gathering, and idea tweaking were all done in order to nearly perfect your project into something must greater. While all the experimenting was with multiple people at different times, with testing out your project, you’re doing it to multiple people all at once without any kind of prep for it unless specified otherwise. The testing process is probably the most nerve-racking and intense step of the overall Design Thinking process as you need to have an app, that is assumed to be changed up and fixed for the final moment, ready to be shown to the entire room you’re in and running to the point that you can show what you’ve spent a majority of your time doing. And after you’ve shown it off, you then have to brace yourself for the overwhelming praise and criticism it is bound to get, both positive and negative. All of that sounds stressful but it’s just as simple as the other steps that you’ve had to do up until this point.
In Design Thinking, testing is a step that can be applied at any point of the process and still work out in the end. As Rikke Dam and Teo Siang said in their article Stage 5 in the Design Thinking Process: Test “Testing can be undertaken throughout the progress of a Design Thinking project, although it is most commonly undertaken concurrently with the Prototyping stage.” While the testing phase can be used at any point in the process, it is commonly advised to use it alongside the Prototyping phase since you’re testing your project immediately after experimenting with it anyway. There are many ways in which to test out your project all of which have been applied in many fields of thinking. The most common way of testing is to conduct a user test on the audience and have them mess around with it to see how they interact with the piece in order to get your point across. This, in turn, helps with giving the audience the full experience of utilizing your app in a way that it’s supposed to be used and get a feel for how it’s supposed to work. After that, however, the audience is then allowed to give criticism to what they’ve experienced with the project since they assumed that this is the final build to it and they are under the impression that everything is said and done. This is where it’s possible for your project to fall apart altogether especially if you didn’t take the criticisms into consideration or you didn’t take the time to make the necessary changes that it needed. However, any criticism should be seen as a stepping stone to a better product and to better your creativity as a whole, whether it succeeds or not.
This was the case of what I had to do in class after we all did the experimenting and tweaking to our projects. For my project, I came up with the idea of a GarageBand app for Game Design rather than music since it’s a concept that people wouldn’t think to do, at least not on an iPhone. Thanks to Marvel App, I came up with the app, GarageGame, an app in the same vein as Unity and Unreal only better utilized for making mobile games on the go. This was done to give the novelty of being able to make a game on the go without having to rely on an outside computer to be able to do so, especially when making a game on the phone. While the relevancy was on a high when presented to the class, it was still a good step in the creative process and helps to remind me that novelty is better than relevancy.
Overall, as a final step for Design Thinking, it’s a good step to end on since you’re entire research and experimentation is all culminated into one project to show off to the world. And with the right tools and a good amount of research, you will make something extraordinary but overall what no one would think to come up with.








