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Digital Signage Certification Training Course Guide.

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What is Digital Signage and Why You Should Take Your Digital Signage Certification?

Design Thinking is really the methodology utilized by designers to resolve complex problems, and discover desirable solutions for clients. A design mindset isn’t problem-focused, it’s solution focused and action oriented towards developing a preferred future. Design Thinking draws upon logic, imagination, intuition, and systemic reasoning, to understand more about options of what is-and also to create preferred outcomes that help the finish user (the client).

Design Thinking is Non-Denominational

A number of its concepts – working together, visualization and a focus on more creative research tools – aren’t the only domain from the designer or design manager. Practiced through the organization, the collaborative pursuits between design and business produce a effective platform to both support incremental enhancements (decrease in time for you to market, elevated margin, better product/market mix) and also to drive innovation.

Design Thinking is a way to Align

Business succeeds best by optimizing the interior structure, governance, communication, tools and technologies they employ. However it doesn’t finish there. Once the internal culture aligns using the exterior brand offer, the enterprise is enhanced for creativeness, agility and effectiveness.

Design Thinking is a way to Deliver Creativeness

The entire process of Design Thinking supplies a common, customer-centric language to go over the possibilities open to the business. Problem framing, and also the emergent thinking used throughout the search for the issue, enables design and company to grow a typical knowledge of both challenge and possible solutions- together.

Design Thinking is really a Predictive Mechanism

Having a deep knowledge of the exterior competitive and cultural landscape that’s the fundamental ‘starting point’ of design thinking, the procedure itself could be a ‘hedge’ from the interruptive nature of technology and cultural shifts that promote game-altering start-ups like Airbnb, Twitter and Zipcar.

Design Thinking is Living the Experience

The Look Thinking philosophy creates solutions from the user-need perspective instead of with the conventional approach of defining a possible market, and pressure-fitting solutions.

The possibility worth of Design Thinking is Indisputable: it remains a helpful tool tohelp understand and face complex challenges by which analytical approaches have demonstrated inadequate. Yet design thinking may very well be a dangerous propositon for many commercial organizations.

Ironically, the VUCA (volatile, uncertain, complex and ambiguous) nature from the twenty-first century is the proper time for organizations to embrace design thinking.

Design Thinking Process



Empathy may be the centerpiece of the human-centered design process. The Empathize mode is the job you need to do to know people, inside the context of the design challenge. It’s your effort to know how they do things and why, their emotional and physical needs, how they consider world, and what’s significant for them.


The Define mode from the design process is about getting clearness and concentrate towards the design space. It’s your chance, and responsibility, like a design thinker to define the task you take on, according to your learning regarding your user contributing to the context. After just as one instant-expert about them and gaining invaluable empathy for that person you are designing for, this stage is all about making feeling of the prevalent information you’ve collected.

The aim of the Define mode would be to craft a significant and actionable problem statement – this is exactly what we call a place-of-view. This ought to be a guiding statement that concentrates on insights and requirements of a specific user, or composite character. Insights don’t frequently just begin your lap rather they leave a procedure of synthesizing information to uncover connections and patterns. In short, the Define mode is sensemaking.


Ideate may be described as the mode from the design process that you focus on idea generation.

Psychologically it represents a procedure of “going wide” when it comes to concepts and outcomes. Ideation provides both fuel as well as the source material for building prototypes and becoming innovative solutions in to the hands of the users.


The Prototype mode may be described as the iterative generation of artifacts meant to respond to questions that enable you to get nearer to one last solution. In early stages of the project that question might be broad – for example “do my users enjoy cooking inside a competitive manner?” During these initial phases, you need to create low-resolution prototypes which are fast and cheap to create (think minutes and cents) but could elicit helpful feedback from users and colleagues. In later stages your prototype and question could get a bit more refined. For instance, you could make a later stage prototype for that cooking project that aims to discover: “do my users enjoy cooking with voice instructions or visual commands”.

A prototype could be something that a person can communicate with – whether it’s a wall of publish-it notes, a gadget you place together, a job-playing activity, or perhaps a storyboard. Ideally you bias toward something a person may feel. Walking someone via a scenario having a storyboard is good, but getting them role-play via a physical atmosphere you have produced will likely enhance more feelings and responses from that individual.


The Test mode of Desgin Thinking happens when you solicit feedback, concerning the prototypes you’ve produced, from your users and also have another chance to achieve empathy for anyone you’re designing for.

Tests are another chance to know your user, but unlike your initial empathy mode, you have already likely done more framing from the problem and produced prototypes to check. Both this stuff have a tendency to focus the interaction with users, but don’t lower your “testing” try to asking whether people much like your solution. Rather, still ask “Why?”, and concentrate on what you could find out about the person and also the problem along with your potential solutions.

Ideally you can look at inside a real context from the user’s existence. For any physical object, ask people to consider it together and employ it inside their normal routines. To have an experience, attempt to create a predicament someplace that will capture the actual situation. If testing a prototype in situ isn’t feasible, frame a far more realistic situation by getting users undertake a job or task when approaching your prototype. A guide: always prototype just like you know you’re right, but test just like you know you’re wrong-tests are the opportunity to refine your solutions making them better.

Design Thinking Certification & Career Demand

The Design Thinking Certification & Service Design career demand is very high, with exponential increase (according to IT Jobs Watch):


Certified Service Design Professional Salary

The salary of Design Thinking Professionals and Service Design Managers is high because there lack of professionals who own a design thinking certification in this field:


Certified Design Thinking Professional Job Description

The following certified Design Thinking professional and Service Design Manager job description for an employment opportunity was published at FEXCO:

FEXCO Merchant Services are seeking a Service Design Manager to join their team based in Killorglin, Co. Kerry.

Job Purpose

Work done in the early part of the Software Development Lifecycle has a significant effect on the quality of the end product. The Service Design Manager (SDM) works with all stakeholders including: the Customer(s); Application Development; Quality Assurance; Compliance, IT Systems Analysis; Business Analysis; Technical Production and Operations; in order to generate a “good balanced design” in line with the pragmatic ITIL Service Design principles.

This includes responsibility for generation of reference user requirements documentation of sufficient quality that it can be used by all stakeholders including End-users, IT Systems Analysis, Software Developers, QA, Technical Support and Operations.

The SDM works closely with the IT Systems Analyst who together are responsible for the creation of the following documentation pursuant to specification and implementation of “good balanced design”.

  • User Requirements
  • Functional Requirements (in cooperation with systems analysis for subsequent development and release)
  • User Acceptance Criteria

The SDM works closely with the Release and Deployment Manager (RDM) to ensure that user documentation – including for example, changes to Operations and Technical Support working practices and procedures, are effectively and efficiently transferred from Development and QA.

The SDM’s responsibilities for a User Request – in order to achieve all the above, extend through the entire SDLC – from User Requirements definition through to Go-Live.

The SDM activities will typically include stakeholder interviews, and workshops and knowledge/document capture and communication.

Main Responsibilities

The SDM is responsible for performing the following tasks:

  • Coordination of effort pursuant to, the development of requested service’s user requirements – including, functional behaviour, error handling,  monitoring, working practices, documentation
  • Identifying, with the help of SME knowledge, effected
    • IT services
    • Business services (including working practices)
    • IT infrastructure
    • And for any problems issues encountered, responsible for identifying solutions.
  • Ensuring that all necessary analysis – both user requirements, and system requirements, is completed
  • Work with key Stakeholders to identify clear and agreed requirements
  • Responsible for clear and concise requirements documentation against a defined process.
  • Communication between development and customer-owner during the Service/User Requirements Design Phase
  • Organising software development estimation meetings to provide (deliverable-to-QA chunks of work) for use by the Release & Deployment Manager
  • Work with team colleagues in the IT Service Delivery team, and FMS-IT team colleagues, to improve the techniques used to perform the above tasks

Qualifications / Experience Required

  • Experience with, or good working knowledge of – IT Service Design, Transition and Operation including supporting transition of new and modified IT Services into operation. A Design Thinking Certification is also required.
  • Mercury Domain Knowledge in relation to requirements analysis and IT Service Design.
  • Working knowledge IT infrastructure in relation to IT services
  • ITIL V3 Foundation certified desirable

Competencies Required

  • Self-Motivated enthusiastic work ethic with a willingness to work on own initiative
  • Desire for working with and implementing structure through process definition and refinement.
  • Excellent standard of written and verbal communication skills
  • Excellent planning and report writing skills
  • Ability to influence others.
  • Very Good presentation skills

FEXCO is an equal opportunities employer.

Design Thinking Case Study

[slideshare id=63380402&doc=designthinkingandinnovationatapple-160623142055]

Design Thinking for Startups

Design Thinking universe is very wide, with a lot of specialization of the companies competing in this market so that they shine in one specific area while gain “digital velocity”. The Design Thinking process is also perfect for Startups:


Design Thinking Wiki


A United States corporation that reigns because the current business embodiment of design, innovation, and user-centered thinking, creating items that appear to anticipate user’s expectations and needs prior to being even aware they have them.


A collaborative activity by which small groups interact to generate as numerous new ideas or methods to an issue as they possibly can as a result of particular types of stimulus along with a particular framing from the problem. Ethnographic data is frequently the very best type of stimulus. Large format index cards or publish-it notes are great methods for participants to convey their ideas. Team people should aim to build upon each other’s ideas and also to express them visually, to date as you possibly can.


“…more and more, the joint efforts from the consumer and also the firm – the firm’s extended network and consumer communities together – are co-creating value through personalized encounters which are unique to every individual consumer. This proposition challenges the essential assumptions about our industrial system – assumptions about value itself, the worth creation process, and also the nature from the relationship between your firm and also the consumer. Within this new paradigm, the firm and also the consumer co-create value at points of interaction. Firms cannot think and act unilaterally.” –Prahalad, CKay., and Venkat Ramaswamy. The way forward for Competition: Co-creating Unique Value with Customers. Boston, MA: Harvard Business School Publishing, 2004.

See also: Crowdsourcing

Concept Design

The outline of the possible design solution in words, diagrams, along with other types of text and visualization to speak an imminent possibility that doesn’t yet exist. Concept Design is the foremost and fundamental stage of design, from that the suggested solution may become described to more and more amounts of fidelity.

Convergent Thinking

“The capability to narrow the amount of possible methods to an issue by making use of logic and understanding.” –“Convergent thinking.” Gale Encyclopedia of Psychology. Farmington Hillsides, MI: Gale Group, 2001.

See also: Divergent Thinking


The inclusion of huge groups or even the public in particular into specific forms of making decisions or solutioneering using public platforms for example websites, wikis, mobile media or any other mechanisms that permit people of these groups to lead ideas or propositions as well as for others to validate, ratify or improve them.

Design 1. Any expression of intentionality or purposiveness by a real estate agent, including for example the scratching of 1 rock against another. 2. The procedure or path through that your final solution happens. 3. The iterative description of the suggested solution, using language, gesture, text, visualization, plastic modeling, and then any other type of human expression, to more and more greater levels of fidelity, until it approximates the object of design itself. 4. To determine the planet other than, to determine it as it may or should be.


An more and more fragmented group of visually-related competencies, acquired more through apprenticeship than through formal training, that subserve the requirements of publish-modern consumer capitalism.

Design Engineering

The technical growth and development of an idea Design, beyond its visual, formal and proper articulation, perfectly into a working prototype which will nearly resemble the ultimate product, by using the various tools and technologies of fabric, electronic, informatic or any other size of Engineering.

Design Research

All types of data capture, research, intelligence gathering, and insights generation that could actually inform the look and growth and development of any product, service, system or solution. Methodologies generally used in the program of Design Research can include ethnography, user interviews, usability tests, and other interactive and immersive method for engaging with and observing prospective users.

Design Strategy

An overarching approach and systematic policy of expressing, connecting or else aligning the physical and aesthetic values of the product or service using the expectations and requires of users (according to underlying conceptual, social, mental or any other factors) in order to advance the commercial interests from the manufacturers or providers.

Design Thinking

Methods for thinking, conceptualizing, imagining, and envisioning methods to issues that (i) redefine the essential challenge or task at hands, (ii) develop multiple possible options and solutions in parallel, and (iii) prioritize and choose individuals which will probably attain the finest benefits when it comes to, for instance, impact, viability, cost.

“Design thinking is really a human-centered method of innovation that pulls in the designer’s toolkit to integrate the requirements of people, the options of technology, and the needs for business success.” — Tim Brown, president and Chief executive officer, IDEO

Divergent Thinking

“The capability to develop original and different ideas and also to picture multiple methods to a problem.” –“Divergent thinking.” Gale Encyclopedia of Psychology. Farmington Hillsides, MI: Gale Group, 2001.

See also: Convergent Thinking

Simplicity of use

“[Usability/simplicity of use continues to be defined in an exceedingly broad and inclusive manner as “the quality of usage in context.” However, the practice has focused heavily focused-centered thinking. If your given user accomplishes confirmed task rapidly and without mistakes, the method is functional. Comprehending the user is within effect focusing on how that individual performs the appropriate tasks. What particularly characterizes the discipline is the way detailed this understanding needs to be. The duties to become evaluated are deconstructed in to the tiniest pieces imaginable.” –Lindholm, Christian, Turkka Keinonen, and Harri Kiljander. Mobile Usability: How Nokia Altered the face area from the Cell Phone. New You are able to: McGraw-Hill, 2003.


“Ethnography requires the researcher’s study of human behavior within the natural settings by which people live. Particularly, ethnography refers back to the description of cultural systems or perhaps an facet of culture according to fieldwork where the investigator is immersed within the ongoing everyday activity from the designated community for that reason for describing the social context, relationships and procedures highly relevant to the subject into consideration. Ethnographic inquiry focuses attention on beliefs, values, rituals, customs, and behaviors of people interacting within socioeconomic, religious, political and geographic environments.” –American Anthropological Association


“Experience is restricted by all of the causes which hinder thought of the relations between undergoing and doing. There might be interference due to excess around the side to do or of excess along the side of receptivity, of undergoing. Unbalance on each side blurs the thought of relations leaving the knowledge partial and distorted, with scant or false meaning. Enthusiasm for doing, lust for doing things, leaves many a person particularly in this hurried and impatient human atmosphere by which we live, with experience with a nearly incredible paucity, all at first glance. Nobody experience has an opportunity to complete itself because another thing is joined upon so quickly.

What’s known as experience becomes so spread and miscellaneous as hardly to deserve the name. Resistance is treated being an obstruction to become beaten lower, less an invite to reflection. A person involves seek, subconsciously more than by deliberate choice, situations by which he is able to perform the the majority of things within the shortest time.” –Dewey, John. Art as Experience. New You are able to: Balch & Minton, 1934.


The practice and procedure for administration, management, regulation, organization and coordination from the machinery and apparatuses from the condition.

“The word yogakshema is really a compound comprised of yoga, the effective accomplishment of the objective and kshema, its peaceful enjoyment. Thus, peaceful enjoyment of success, i.e. the welfare of those, is offered just as much importance as understanding, self-control, and observance of dharma. –The Arthasastra of Kautilya. Converted by L. N. Rangarajan. Penguin, 1987.pp. 70-71.


1. Getting newness in to the world making and remaking the planet once again.

2. The transformation of understanding of actionable understanding which will make new utilization of the social and material technologies already available on the planet.

Innovation Cycle

A procedure devised in the center for Understanding Societies to integrate three distinct aspects of design thinking right into a formal innovation process, including: (i) Understand: using ethnography to explain the context, behaviors, needs and preferences of users within their everyday atmosphere, (ii) Develop: the conceptualization, creation, development, detailing and specs of multiple possible solutions, and (iii) Enhance: the testing, trialing, and refinement of suggested solutions through interactions with finish-users in both the area or laboratory conditions.

Innovation Workshop

A specialized atmosphere by which small categories of specialists interact inside a highly choreographed and coordinated way. Through audio-visual stimulus and directions, they’ve created new options, options or solutions using techniques of information review, role-playing, concepts generation, word-play, note-taking, visualization, and solution creation (among many more).


Japanese for “improvement” or “change for that better”, refers back to the continuous improvement of processes in diverse business systems. It describes activities that constantly improve all functions, and involves all grades of personnel in the mind of the organization to the frontline staff. It may also affect processes for example purchasing and logistics that mix business limitations to get part of the entire industry, logistics, or national economy.

PlanningA fusion of the baby mental and cognitive procedure for imaginative forethought using the social and business procedure for coming and saying yes to some plan. Planning is helped by getting wealthy accurate data concerning the details on the floor, insightful representations of this information by means of maps, charts along with other types of diagrams, and social business techniques which permit groups to organize their thought with each other.

See also: Innovation Workshop

“In get yourself ready for fight I’ve always discovered that plans are useless, but planning is indispensable.” — Dwight D. ‘Ike’ Eisenhower

Service Design

“Service design is really a design specialism that can help develop and deliver great services. Service design projects improve factors such as simplicity of use, satisfaction, loyalty and efficiency right across areas for example environments, communications and merchandise – and never failing to remember those who provide the service.” — Engine Service Design


1. A social organization able to make war, peace and political alliances so regarding enlarge the territory under its authority (Kautilya).

2. The best expression of human rationality (Hegel)

3. That entity which holds a monopoly over legitimate violence (Weber).

4. The vector amount of all lines of power inside a society (Foucault).

5. That institution that is ultimately and cumulatively accountable for the equity, upliftment and welfare of their people (Ambedkar).


“The look continues to be enhanced for human usage regarding task completion, speed, precision, self-evidency (minimized training requirement), satisfaction, and safety. It doesn’t mean that each user can operate the offering inside a perfect way (or perhaps avoid lethal mistakes). This means that care is come to optimize the look so the overall usage through the target population of users works well. –Schaffer, Eric M. and Susan Weinschenk. “Certified Functional Designs: Products, Applications and Internet Sites.Inch Human Factors Worldwide, 2010.

Use Case

1. The counterform from the service or product offering. 2. A story example that captures the particular instance where a real or imagined product or service offers value or intending to its user.

“A particular form or pattern or exemplar of usage, a predicament that starts with some user from the system initiating some transaction or sequence of interrelated occasions.” –Jacobson, Ivar (et al). Object-Oriented Software Engineering: A Use Situation Driven Approach. Addison-Wesley, 1992.


Approaches or strategies that concentrate on and proceed from your knowledge of the expectations and requires from the user of the product, service or technology, as dissimilar to the options of technology, market forces, media, or every other group of social or business factors.

Consumer Experience (CX) Design

A technique for the style of things and environments which seeks to picture how their ultimate user might encounter and communicate with that artifact or system the objective of the look would be to make possible a specific quality or character of expertise for many if not completely of individuals finish-users.

Visualization The transformation of linguistic, textual, number or else symbolic information right into a diagram, map, or any other type of graphic illustration in order to express or provoke a brand new type of understanding of the identical information.


A person agent or subjective self who uses linguistic, cultural, symbolic and material technologies to control or navigate the planet by which she finds herself.

Wicked Problem

1. A subclass of trouble for which there’s no ready-to-hands or offthe-shelf solution, but which could simply be addressed through Design (having a capital ‘D’).

2. All complex problems of condition and society by which different stakeholders have significantly different world views and divergent frames for comprehending the problem, which furthermore, may change with time.

3. Problems without any definitive formulation, because of which the phrase the issue happens to be a Wicked Problem.


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