design thinking workshop handout
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Innovation Studio is brought to you by d.Loft, a RED Lab project at Stanford University funded by the National Science Foundation. The summer workshop series is brought to you by d.Loft in partnership with the Utah State Office of Education and the Natural History Museum of Utah. For more information:
• Visit the Red Lab website at http://www.stanford.edu/group/redlab/cgi-‐bin/ • Email Dr. Shelley Goldman at sgoldman@stanford.edu • Email Molly Bullock at mbullock@stanford.edu
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1 https://dschool.stanford.edu/groups/k12/wiki/17cff/Design_Process_Steps.html 2 http://limedesignassociates.com/ourprocess.html 3 Original Source: IDEO, downloaded from – http://blog.designerfromidaho.com/using-‐activity-‐centred-‐design-‐for-‐innovation/
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4 http://discoverdesign.org/files/images/general/design_process_0.gif 5 http://facesofdesign.com/content/faces-‐of-‐design-‐academy-‐design-‐thinking-‐process 6 http://blog.designerfromidaho.com/using-‐activity-‐centred-‐design-‐for-‐innovation/ 7 Original Source -‐ IDEO educator toolkit; Downloaded from http://designthinkingforeducators.com/
1. Design Thinkers have Empathy (Human Centered): Design thinking is about problem solving but not for a math test and not for ourselves; in every decision we put our own wants, needs, and interests after those of the specific user being observed.
2. Design Thinkers are Radical Collaborators: If everyone on your team thinks exactly the same way, you might just miss out on an innovative solution. Different interests, backgrounds and points of view help team members to see things in ways they hadn’t thought about. Don’t get stuck with comfortable friends when what you need is diverse perspectives.
3. Design Thinkers Linger in Ambiguity: Got a problem? Most people define problems by offering solutions. For example, if many students are tardy,
a teacher might define the problem by saying “We need a stricter tardy policy.” Design thinkers don’t assume they have all the facts about a problem and hurry to an answer, instead they are comfortable with being uncertain about the best solution until they have gathered more information about users, needs, and many possible solutions.
4. Design Thinkers are SCARY when they brainstorm (state, create, accept, react, yes and…) Brainstorming must be done without judgment of
yourself or of others. State solutions as a concise headline that creates a mental picture for other team members. When you hear solutions from your team, accept them by reacting and adding to them with a yes and….
STATE: Olivia trains her kids to be household energy police. CREATE: Team members visualize the solution in action. ACCEPT: Yes! Interesting! Oooh! (Notice no one says-‐that won’t work or no way!) REACT: Team members show they heard the solution with eye contact, nods, and approving murmurs…. YES, AND…: Yes, and the older kids could train the younger kids…Yes, and they could get badges after training….Yes and….yes and…yes and…
5. Design Thinkers Show, they don’t Tell: Have a great idea? Don’t just list all of the reasons why it is so great; show others why this is great by sketching the plans, building a prototype, or acting it out. Listening and reading are no enough; let people experience exactly what you are thinking.
6. Design Thinkers Embrace Experimentation: Having trouble making a decision, how about trying something both ways? Low resolution prototypes allow you to try many versions of the same outcome and decide what works best.
7. Design Thinkers Fail Forward with a Growth Mindset: Failure is not the end of the road; it is the very next clue towards
success. Failing forward means embracing mistakes as learning experiences. Having a growth mindset means using those experiences as clues for what you should do next. Analyze possible sources of a failure and experiement with different ways to change them.
8 The d.Mindsets have been adapted from the Hasso Platner Institute of Design at Stanford. Modifications made for uptake of d.thinking into various K-‐12 contexts.
Design Process:
Design Mindsets:
1. Design Thinkers have Empathy (Human Centered). 2. Design Thinkers are Radical Collaborators. 3. Design Thinkers Linger in Ambiguity. 4. Design Thinkers are SCARY when they brainstorm. 5. Design Thinkers Show, they don’t Tell. 6. Design Thinkers Embrace Experimentation. 7. Design Thinkers Fail Forward with a Growth Mindset.
Wha
t we alread
y kn
ow…
Pe
dago
gic to
ols, strateg
ies, and
proce
ss re
minde
rs fo
r tea
ching de
sign
thinking
New
Idea
s: Pe
dago
gic tools an
d strategies
for t
each
ing de
sign
thinking
Ling
ering Que
stions
: Con
cepts or proce
sses
whe
re w
e ne
ed som
e clarity
Build Empathy:
Define the Problem:
Build Empathy:
Define the Problem:
Build Empathy:
Define the Problem:
Wha
t we alread
y kn
ow…
Pe
dago
gic to
ols, strateg
ies, and
proce
ss re
minde
rs fo
r tea
ching de
sign
thinking
New
Idea
s: Pe
dago
gic tools an
d strategies
for t
each
ing de
sign
thinking
Ling
ering Que
stions
: Con
cepts or proce
sses
whe
re w
e ne
ed som
e clarity
Brainstorm Solutions:
Prototype:
Test & Iterate:
Brainstorm Solutions:
Prototype:
Test & Iterate:
Brainstorm Solutions:
Prototype:
Test & Iterate:
1. Design Thinkers have Empathy (Human Centered): 2. Design Thinkers are Radical Collaborators: 3. Design Thinkers Linger in Ambiguity:
4. Design Thinkers are SCARY when they brainstorm (state, create, accept, react, yes and…)
5. Design Thinkers Show, they don’t Tell: 6. Design Thinkers Embrace Experimentation: 7. Design Thinkers Fail Forward with a Growth
Mindset:
New Ideas: Pedagogic tools and strategies for teaching the DESIGN MINDSETS specific to your context.
Directions: Complete this activity on a white board where you can try many options. The space below is for your final draft!
Fill in the users name followed by a detailed description. Be as specific as possible here as this helps to remind you of the defining characteristics that your team finds most important. Fill in just ONE need of the user. This part of the statement MUST begin with a VERB. Also, avoid embedding a solution at this phase of the process. The need should inspire multiple solutions rather than providing constraints.
Fill in some evidence gained from your interview and empathy map. This is an expression of where this need fits into experiences that are SPECIFIC to your user. Also, work hard to uncover the unspoken text from the interview-‐ what were the emotions, insecurities, or aspirations that were lingering below the surface?
Basic Point of View Statement: A busy mom needs a way to read her utility bills because she wants to start conserving. Advanced Point of View Statement: Olivia, a dedicated mother of four who worries about the world that her children and grandchildren will grow up in, needs a way to seamlessly integrate awareness of both waste and conservation in her daily routines because she feels shame and social pressure when other mom’s from the her playgroup talk about how their contributions to the environment. Now it’s your turn:
D.Loft and RED Lab at Stanford
• Research Group Website: http://www.stanford.edu/group/redlab/cgi-‐bin/ • Research Group Facebook Page: http://www.facebook.com/pages/Research-‐in-‐Education-‐and-‐Design/207452369289711 • Continuing Support for Design Thinking from d.Loft: http://edmodo.com/join/3680c473ade557b7ada15464a451e1ed OR
Edmodo.com using code dymcwu • Prezi for Water Challenge: http://prezi.com/lme-‐u_knftbt/utah-‐workshop-‐winter-‐2012-‐
v7/?auth_key=77285eb3c694d4b0b65535086199c95975692c3c (Email mbullock@stanford.edu for editable version) • D.Loft Project Website (Coming Soon): http://www.stanford.edu/group/d-‐loft/cgi-‐bin/drupal/
Related Resources: Print, Video, and Examples
• The Stanford d.School “bootleg”: [PDF] dschool.stanford.edu/wp.../03/BootcampBootleg2010v2SLIM.pdf • IDEO Design Thinking Toolkit for Educators: http://www.ideo.com/work/toolkit-‐for-‐educators • IDEO Human Centered Design Toolkit: http://www.ideo.com/work/human-‐centered-‐design-‐toolkit/ • Fast Company Article:
http://www.fastcompany.com/welcome.html?destination=http://www.fastcompany.com/resources/design/dziersk/design-‐thinking-‐083107.html
• David Kelley TED Talk – Human Centered Design: http://www.ted.com/talks/lang/en/david_kelley_on_human_centered_design.html
• Tim Brown TED Talk – Urging Designers to Think Big: http://www.ted.com/talks/lang/en/tim_brown_urges_designers_to_think_big.html
• Cooper-‐Hewitt National Design Museum: http://www.designother90.org/cities/home
Useful Links for Facilitators:
The Basics: ☐ pencils ☐ crayons ☐ dry erase markers ☐ sharpies (permanent) ☐ markers ☐ construction paper ☐ yarn ☐ paper ☐ notebooks ☐ post-‐its ☐ scraps of fabric ☐ pipe cleaners ☐ tape ☐ scissors ☐ rubber bands ☐ paper bags (lunch) ☐ paper clips ☐ poster or butcher paper
The Fun Stuff: ☐ cardboard ☐ straws ☐ popsicle sticks ☐ foam, clay, and/or play dough
Ask the Students to Help! ☐ paper towel rolls ☐ egg cartons ☐ cereal boxes ☐ paper product rolls ☐ bubble wrap ☐ packing material ☐ magazines ☐ paper grocery bags ☐ found objects of interest
Context Speci5ic ☐ Materials that represent student interests or cultural backgrounds ☐ Project SpeciXic Materials ☐ Photographs of exisiting solutions or previous design experiences
Other Things to Consider: optional
For Inspiration
☐ masks ☐ clown noses ☐ feathers ☐ puffs ☐ googly eyes
Wild Ideas
☐ fake money ☐ tools (glue gun, exacto knife, etc) ☐ form to collect user input ☐ inspirational quotes
Awards
☐ Best at Rapid Prototypes ☐ Best at Getting User Feedback ☐ Best Team Collaborations ☐ Best at Failing Forward
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