Youth design project
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Transcript of Youth design project
![Page 1: Youth design project](https://reader034.fdocuments.us/reader034/viewer/2022052601/55973a2e1a28ab63118b46aa/html5/thumbnails/1.jpg)
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EDUCATION COUNCIL
YOUTH DESIGN PROJECT
IMMERSION RESEARCH SYNTHESIS CONCEPTING PROTOTYPING
A PARTNERSHIP OF:
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Design process
5 steps = 5 workshops
2Research
3Synthesis
4Concepting
5Prototyping
Diverge on user needs
Converge on opportunities
Converge on solutionsDiverge on id
eas
1Immersion
Converge on content
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Workshop 1: Immersion
Students sorted and clustered the skills into meaningful groups.
Students made edits and changes to the skill definitions.
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The team started by sorting over 100 21st Century Skills into the 10 most meaningful ones to them. They called them Human Achievement Tools.
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Workshop 1: Immersion
The final set of Human Achievement Tools included:
1. Leadership2. Critical Thinking3. Open-Mindedness4. Work Ethic5. Collaboration
6. Integrity7. Positive Attitude8. Self-Knowledge9. Analytical Thinking10. Creativity
Each student chose one skill to study further.
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Workshop 2: Research
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Students observed themselves and kept journals about when and why they used their skill.
Students conducted interviews with friends and family members, and observed their skill in use.
The team learned about user-centered research, and identified people in their lives who had these skills. They created research plans to understand how young people learn the skills today.
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Workshop 2: Research
The team captured all their research notes and photos in a Google doc - almost 200 individual stories!
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Workshop 3: Synthesis
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They wrote insights and opportunities about each theme.
Students sorted their data by themes—common activities and behaviors.
Next the team sorted and clustered their visual data and looked for patterns. How are young people learning these skills? When, where and why are they practicing them?
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Workshop 3: Synthesis
Design opportunities, phrased as “How Might We...” statements, describe opportunities for growth or change.
Insights are statements that describe a tension and point to a problem worth solving.
The team created 24 distinct and meaningful insights, each related to one or more skills.
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Workshop 4: Concepting
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Students created storyboards of the strongest ideas, in order to envision each one’s experience.
Students sketched and shared, building on each other’s thoughts and encouraging wild ideas.
The team brainstormed hundreds of ideas that responded to the How Might We statements, and voted for their favorites.
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Workshop 5: Prototyping
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Students presented their ideas and demonstrated their final prototypes.
Students created low-fidelity mockups of their ideas and gathered feedback from peers.
The team spent two days creating prototypes of their ideas and testing them on fellow teammates. After updating each idea based on user feedback, they did a final share-out.