The process of design thinking as a professional development resource for educators. This slide deck walks through the discovery through experimentation phase, and uses the design thinking language as it appears in designthinkingforeducators.com
2. Design Thinking applies the tools
and processes from the design
disciplines (architecture, landscape architecture, interior
design, graphic design, product design, apparel design and
others)
to solve problems.
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13. Activity: Sources of Inspiration
•Imagine Interesting people to meet
•Who are the most motivated students, parents,
colleagues, friends you know?
•Imagine the Extremes
•Who are the least motivated students, parents,
colleagues, friends you know?
•What are some activities that will allow you to
gather information about their intrinsic
motivations?
Tactic: Interviews
Encourage stories, observe emotion & body language, ask why?
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14. Select Participants
•What are some specific characteristics?
•Quiet child
•Dedicated administrator
•Gender/ethnicities/ages
•Plan your logistics
•Survey, Face to Face Interviews, Writing Prompts
•Build a Question Guide
•No Yes/No Questions
•Encourage Storytelling “Tell me about….”
Tactic: Interviews
Encourage stories, observe emotion & body language, ask why?
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17. Create an Analogous Inspiration Board
•Where do we find spaces where students
are intrinsically motivated?
•What do these spaces look like?
•Quotes
•Photos
•Books
•Ideas
Tactic: Analogous Inspiration Maps
Create inspiration boards for insights
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18. Searching for Insights & Scope a Challenge
INTERPRETATION
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19. Tactic: Story Share and Capture
Unpack Observations and Get Team Members up to Speed
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20. Tactic: Saturate and Group
Organize information & Synthesize Data
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23. Tactic: Composite Character Profile
Focus on Salient and Relevant Characteristics of the Composite Character
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24. Tactic: Composite Character Profile
Focus on Salient and Relevant Characteristics of the Composite Character
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25. Next Steps
As you fully discover and define the problem you want to solve, move
into the idea generation or brainstorming stage
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26. Defer Judgment. Go for Quantity. Get wild.
IDEATION
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27. TACTIC: Write It, Say It, Slam It (Warm Up)
Think of ways that you could improve the modern vehicle.
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28. Tactic: Attribute Listing
List shape, texture, feel, size, details. What is 1 attribute you might
change/add/remix?
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30. Tactic: Brain Writing
Write three ideas. Pass it on. Build on what others have written.
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31. Tactic: Harvest: Cluster & Vote
Cluster ideas into themes. Write the theme on one large post-it. Vote
(using the small round stickers) on 2 of your favorite themes.
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32. Time to get those ideas out of your head and into your hands.
EXPERIMENTATION
(PROTOTYPING)
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33. Tactic: Testing with Users
Take your idea and remix a current lesson plan.
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34. TACTIC: Prototype to Test
What do you hope to test with the users? What sorts of behaviors do
you expect? How will you gather feedback?
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35. Before you leave…
WHAT WILL STICK WITH YOU AFTER
THIS SESSION TODAY?
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IDEO Student Deskchairs are hooks. Space under desk for a backpackIt has a bucket seat that swivelsWheels!Desktops integrate like a conference table
You need to understand the people for whom you are designing. You must build empathy for who they are and what is important to them. Watch how they interact with their environment and look for clues that reveal how they feel. The best solutions come out of the best insights into human behavior.Observe: View users and their behavior in the context of their lives.Engage: Interact with and interview users through both scheduled and short encounters.Immerse: Experience what your user experiences.
With our experience may come assumptions, misconceptions and stereotypes. This restricts empathy. Rules: Don’t Judge. Question everything. Be truly curious. Find patterns. Listen. Be intentional with your observations. Use all of your senses to observe. What are you smelling, feeling, seeing through the experience.
Ask why. Never say “usually.” Encourage stories. Pay attention to non-verbal cues. Don’t be afraid of silence. Ask questions neutrally. Be prepared to capture.
Capture this information in small, self selected groups of 5-8.
Capture this information in small, self selected groups of 5-8.
Interview a colleague with the questions you have selected. 5 minutes. Everyone else in the group take notes.
Gain a fresh perspective.
Gain a fresh perspective. SportsOutside activitiesThink Dan Pink’s Drive: Autonomy, Mastery, and Purpose Are we EMPOWERING students?
Unpack and synthesize empathy findings and look for insights, and scope a specific challenge to focus on. Develop a deep understanding of the user and come up with an actionable statement. This stage explicitly states the problem that is being addressed through the design efforts. How might we….
In self selected groups of 5-8, each team member will come up and talk about what they heard and saw in the field. Compare notes, and share stories. Listen, and jot down one word you heard the team member say.
Group post its with words into generalized ideas or concepts. Work in groups 5-8.
Say: What were some of the quotes the user said?Do: What actions and behaviors did you notice? (Did their voice change? Did they wring their hands?)Think: What might your user be thinking? Feel: What emotions might your subject be feeling?Identify the needs of the user based on the traits you noticed. Identify insights.
This is a COMPOSITE profile of our user base. It’s a semi-fictional character who embodies the human observations the team has made in the field. Includes “typical” characteristics or trends seen across all interviews.
You need to understand the people for whom you are designing. You must build empathy for who they are and what is important to them. Watch how they interact with their environment and look for clues that reveal how they feel. The best solutions come out of the best insights into human behavior.Observe: View users and their behavior in the context of their lives.Engage: Interact with and interview users through both scheduled and short encounters.Immerse: Experience what your user experiences.
This is a COMPOSITE profile of our user base. It’s a semi-fictional character who embodies the human observations the team has made in the field. Includes “typical” characteristics or trends seen across all interviews.
This is a COMPOSITE profile of our user base. It’s a semi-fictional character who embodies the human observations the team has made in the field. Includes “typical” characteristics or trends seen across all interviews.
This is a COMPOSITE profile of our user base. It’s a semi-fictional character who embodies the human observations the team has made in the field. Includes “typical” characteristics or trends seen across all interviews.
This is a COMPOSITE profile of our user base. It’s a semi-fictional character who embodies the human observations the team has made in the field. Includes “typical” characteristics or trends seen across all interviews.
You need to understand the people for whom you are designing. You must build empathy for who they are and what is important to them. Watch how they interact with their environment and look for clues that reveal how they feel. The best solutions come out of the best insights into human behavior.Observe: View users and their behavior in the context of their lives.Engage: Interact with and interview users through both scheduled and short encounters.Immerse: Experience what your user experiences.
This is a COMPOSITE profile of our user base. It’s a semi-fictional character who embodies the human observations the team has made in the field. Includes “typical” characteristics or trends seen across all interviews.