THINKING BY DESIGN Essential Question: How Do You Think ... L6.pdf · to share with each other and...
Transcript of THINKING BY DESIGN Essential Question: How Do You Think ... L6.pdf · to share with each other and...
IT: Thinking by Design Pathways to Prosperity Network
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THINKING BY DESIGN
Essential Question: How Do You Think Like a Designer?
Learning Targets:
Students will:
Identify a design problem whose solution could benefit people.
Use a variety of media to develop and deepen understanding of a topic or idea.
Collaborate with a team to implement the design thinking process.
Relate the design of an app to the need it addresses.
Analyze the features of apps to determine the criteria for quality.
Lesson Overview
This lesson begins with students learning about design thinking and completing an exercise that
uses this approach to define problems and come up with innovative solutions. First, the young
professionals get into design groups to work in teams. The teams will then use their background
knowledge on a familiar mobile app to walk through the stages of design thinking, which they
will then use in the creation of their own apps.
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Lesson Agenda
Opening Design Teams (10 min)
Work Time What Is Design Thinking? (20 min)
Thinking by Design (20 min)
Closure Closing the Loop (5 min)
Materials
Young Professional student packet
Projector and speakers
Thinking by Design: chart paper, post-it notes, sharpies or markers
Video and images to project
FACILITATION NOTES
Design Thinking. This lesson introduces the concept of Design Thinking, an approach used to
define challenging problems and come up with innovative solutions. Preview the video in
advance to learn more about this process and how it is used:
https://www.youtube.com/watch?v=a7sEoEvT8l8. Be sure to differentiate for English Language
Learners by providing scaffolding in the Anchor Chart where necessary.
Thinking by Design. The video introduces a simplified version of the five-step design thinking
process developed by the D-School at Stanford: Ideate> Prototype> Test. As a processing
activity, young programmers will reference the Zombies, run! app to participate in the simplified
design thinking process.
1) Ideate: What real-world problems or needs does the app address?
2) Prototype: What does the app look like? What is the user experience?
3) Test: How does the app address real-world problems or needs? Is it working? Show your
evidence.
Applying their background knowledge can help the YPs understand this unfamiliar process more
deeply. Given the YPs have studied the Zombies, run! app in previous lessons, they should be
more familiar with it. In case students missed past lessons, consider using a more popular app
for reference (i.e. Pokémon, go!).
IN ADVANCE
Review the <Four Corners Initiative> protocol included in the body of this lesson.
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Preview: What is Design Thinking? (https://www.youtube.com/watch?v=a7sEoEvT8l8).
Label headers on chart paper for each stage of Design Thinking (Ideate, Prototype,
Test), per design team.
Vocabulary
Content Tier II
design thinking, ideate, prototype, user
experience, test
problem, solution, innovative, principle
Opening (10 min)
Design Teams
Here at IT Ops headquarters, we work as teams. When people with different strengths and
approaches work together on the same problem or the same design, the resulting app is
more likely to succeed. For this reason, we strive to build teams that are intellectually
diverse. Your responses to the following prompts will help you find your Design Team, in
which you will collaborate closely with classmates who responded differently.
1. Follow the <Four Corners Initiative>. Ask students the following questions to
prompt their movement to the corner that represents their answer. Read one
question, invite students to choose their category, and then provide time for students
to share with each other and the whole group to explain their choices. Then repeat
for the second question.
o I like to assign roles and responsibilities when working in a group.
o I enjoy working on and solving jigsaw puzzles and mazes.
o I tend to take notes and organize tasks when assignments have multiple
parts.
o Writing is one of my strengths.
o I enjoy sharing out and communicating information to different groups of
people.
2. After everyone has arrived in the corner that represents their opinions, they may talk
together about why they made their choices.
This quick
initiative will
allow students
to begin thinking
about the
strengths they
will bring to their
team. Consider
teaching the
Additive and
Subtractive
Behaviors
lesson in the
Collaboration
unit prior to this
in order to have
students
thinking about
their
contributions to
the team in
advance.
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3. Create Design Teams by matching one student from each corner of the room: have the
students in each corner count-off and group together by 1’s and 2’s. If the corners aren’t
well-balanced, you can ask students who were on the fence about one of their answers
to shift their position.
4. For the remainder of this session, students should sit with their Design Teams.
Work Time
What is Design Thinking? (20 min)
Now that you know your team members, let’s dive into the design thinking process. As young
programmers, we are working to solve problems that may have no easy answer. Design
thinking can help us think “outside the box”—that is, to think unconventionally and creatively
about problems and resources.
Design thinking is defined by Wikipedia as “design-specific cognitive activities that designers
apply during the process of designing.[1]” In the following videos, we will learn why design
thinking is an important skill to cultivate.
1. Show the video, What Is Design Thinking?
https://www.youtube.com/watch?v=a7sEoEvT8l8.
2. Have students follow along using their <Design Thinking Anchor Chart>.
3. Ask: What are the five main stages of Design Thinking? What happens at each stage?
4. Invite students to pair-share their thinking. Use equity sticks to solicit responses.
Design Thinking is now a widely used process, not just for engineers, but for all kinds of
professions! It’s a creative way to define problems and create innovative solutions. We are
going to use the simplified version of this process to explore the different real world problems or
needs addressed by popular mobile apps (project the <Design Cycle> image).
Thinking by Design (25 min)
Think back to the Zombies, Run! app. Using your background knowledge from previous lessons,
let’s walk through the stages of design thinking to navigate the app’s creative design.
IDEATE
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As we learned from the video, the Ideate phase of design thinking involves brainstorming new
ideas to solve problems, without including already existing solutions. In your design teams, you
will brainstorm answers to the following question, using the Zombies, run! app for reference.
1. Project the <Ideate> image with the question: What real-world problems or needs does
the app address?
2. Distribute post-it notes and the piece of chart paper labeled Ideate to design teams.
3. Explain that design teams will have five minutes to brainstorm answers to the question,
write them on their post-it notes, and post them on the chart paper.
4. Establish group norms and ensure they are followed throughout (i.e. every YP must
contribute at least one idea, read each idea aloud as they post it on the chart paper
so their team can hear, all ideas should be taken seriously and treated with respect,
etc.).
5. Circulate and guide the YPs to fruitful brainstorm as needed.
Debrief
1. After the five minutes are up, repeat the question: What real-world problems or
needs does the app address?
2. Use equity sticks to solicit responses from design teams. Listen for: Getting people
to exercise more, helping people train for a 5k, preparing people for the zombie
apocalypse, etc. (All ideas should be accepted!)
3. Check for understanding: What was the purpose of using the ideate process to
brainstorm? How might you use this as a team to develop your own real-world
problems to address with a mobile app?
4. Provide think time for design teams to discuss, then use equity sticks to ask one
member of each team to share out responses. Listen for: The ideate process allows
everyone to contribute their ideas and results in the gathering of many different kinds
of ideas. We can use this process to help brainstorm ideas for the problems we’d like to
solve when building our own mobile apps.
PROTOTYPE
What did we learn about the Prototype phase of Design Thinking from the video? (Listen for:
Prototyping involves developing simple models to test new ideas.) In this phase, we will be
analyzing the prototype of the Zombies, run! app, used to test a new idea for training people for
a 5k run. What does the model app look like? What is the user experience?
1. Project the <Prototype> image with the questions: What does the app look like? What
is the user experience?
2. Distribute post-it notes and the piece of chart paper labeled Prototype to design teams.
Encourage a
growth mindset
as the YPs work
to create
innovative
solutions.
Normalize
struggle in
design thinking,
and emphasize
that successful
solutions often
come after
many trials and
iterations. Ask:
What was
successful
during the
design process?
What could be
improved next
time?
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3. Explain that design teams will have five minutes to brainstorm answers to the questions,
draw and/or write them on their post-it notes, and post them on the chart paper.
4. Encourage the YPs to use the <Ask Three Before Me> protocol to help them draw
and/or describe the prototype app: They may look back to the screenshot images on
their handouts/notes from previous lessons, look up screenshots on the Apple Store
website, or explore the app on their own mobile devices/tablets.
5. Establish group norms and ensure they are followed throughout (i.e. every YP must
contribute at least one drawing/description, present/read each aloud as they post it on
the chart paper so their team can hear, all answers should be taken seriously and
treated with respect, etc.).
6. Circulate and guide the YPs to gather as many answers to the questions as possible.
Debrief
1. After the five minutes are up, repeat the questions: What does the app look like? What
is the user experience?
2. Use equity sticks to solicit responses from design teams. Descriptions/drawings will
vary. Look for descriptions/drawings of the app’s pages and the user’s experience in
using the app to train for a 5k run. (All answers should be accepted!)
3. Check for understanding: What was the purpose of using the prototype process to
describe the app and its user’s experience? How might you use this as a team to
develop your own mobile app prototypes?
4. Provide think time for design teams to discuss, then use equity sticks to ask one
member of each team to share out responses. Listen for: The prototype process allows
everyone to contribute many ideas for developing and testing models of apps that can
address real-world problems or needs. We can use this process to select and develop a
prototype of our own mobile app that addresses our chosen real-world problem or need.
TEST
The final phase of the simplified Design Thinking process involves testing the prototype. As we
think through the testing phase of the Zombies, run! app, we have to jump into the minds of the
designers: How do you think the app’s creators figured out if the app was working?
1. Project the <Test> image with the questions: How does the app address real-world
problems or needs? Is it working? Show your evidence.
2. Distribute post-it notes and the piece of chart paper labeled Test to design teams.
3. Explain that design teams will have five minutes to brainstorm answers to the questions,
write them on their post-it notes, and post them on the chart paper.
4. Encourage the YPs to use the <Ask Three Before Me> protocol again to help them find
their evidence: They may look back to the app’s Kickstarter page from previous lessons,
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search for updated statistics about the app (is it popular?) online or at the Apple Store
website, or explore the app’s functionality on their own mobile devices/tablets.
5. Establish group norms and ensure they are followed throughout (i.e. every YP must
contribute at least one piece of evidence, read each aloud as they post it on the chart
paper so their team can hear, all answers should be taken seriously and treated with
respect, etc.).
6. Circulate and guide the YPs to gather as many pieces of evidence as possible.
Debrief
1. After the five minutes are up, repeat the questions: How does the app address real-
world problems or needs? Is it working? Show your evidence.
2. Use equity sticks to solicit responses from design teams. Listen for: The app addresses
the need of training for a 5k run or addresses the real-world problem of getting more
people to exercise. Evidence will vary. Look for statistics on the app’s popularity and
reflections on its usability. (All answers should be accepted!)
3. Check for understanding: What is the purpose of the testing phase? How might you
use this as a team to test your own mobile app prototypes?
4. Provide think time for design teams to discuss, then use equity sticks to ask one
member of each team to share out responses. Listen for: The test phase provides a
way for designers to figure out if their prototypes are working. We can use this process
to test the prototype apps we develop and make changes as necessary to any parts that
are not working.
Closure (5 min)
Closing the Loop
Think back to the Opening Activity and the strengths you bring to working in a team. Now that
you have practiced the simplified stages of Design Thinking, you will brainstorm which stage
relates best to your strengths.
o Ask: Which stage of Design Thinking (Ideate, Prototype, Test) plays to your
strengths as a team member?
1. Provide time for students to discuss within their design teams which stage of Design
Thinking can benefit most from their strengths as a team member.
2. Based on responses, encourage teams to select a team leader of each stage who will
help facilitate the group as they use this process in developing their mobile apps.
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3. Invite team leaders to present which stage of Design Thinking they plan to facilitate and
how it plays to their strengths as a team member.
Name:
Date:
THINKING BY DESIGN: What Is Design Thinking?
Today’s Learning Objectives:
I can:
Identify a design problem whose solution could benefit people.
Use a variety of media to develop and deepen understanding of a topic or idea.
Effectively engage in collaborative discussions with my peers.
Relate the design of an app to the need it addresses.
Analyze the features of apps to determine the criteria for quality.
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This lesson begins with learning about design thinking and completing an exercise that uses this
approach to define problems and come up with innovative solutions. First, I will get into my
design team. My team will then use our background knowledge on a familiar mobile app to walk
through the stages of design thinking, which we will then use in the creation of our own apps.
Today’s Activities:
Design Teams
What is Design Thinking?
Thinking by Design
Closing the Loop
Design Thinking Anchor Chart
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Facilitator Documents:
Design Thinking
Design Cycle
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Ideate
What real-world problems or needs does the app address?
Prototype
What does the app look like? What is the user experience?
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Test
How does the app address real-world problems or needs? Is it working? Show your
evidence.