Empathize - Learn about your audience for whom you are designing - Who are my users? What matters to them? If students find an emotional connection or direct relevance to their lives, they are more likely to internalize the knowledge. Intention, Amy Burvall and Dan Ryder
Define - Construct a point of view for the user - What are their needs?
Ideate - Brainstorm and come up with creative solutions - Encourage divergent ideas
Prototype - Build a representation of one or more of your solutions - How can I show my idea? A prototype is a rough draft and will likely require trial and error. Allow time.
Test - Test your idea for feedback - What worked?
Expect different outcomes with different groups - Give students CHOICE/CONTROL
Share your results with an authentic audience
Learn/collaborate with your students
Expect the process to be messy
Expect failures along the way to success. It is OK to struggle.
Think of this like you would if you were a corporation instead of classroom. Let your students be entrepreneurs. It is OK to let students choose their groups based on motivation and ability. Arbitrary grouping like numbering or alphabetical doesn't always work as well with design thinking. (The students needs to feel the purpose - see info above.)
Grouping Suggestion Alternatives
Planned Grouping - Brainstorm Project Ideas in a Large Group to get an idea Before Grouping. Then base the groups on similar interests/focus - EX. 5 who want to design a better . . . OR the ones who want experiment in the kitchen and the ones who want to do electronics
Planned Grouping - Based on varied talents - 1 or 2 of each talent, ex. CEO, writer, photographer, creator, etc.
It is also important to encourage them to branch outside their comfort zone or pair up students to teach their skill-set to their partner. I those cases you can use random grouping.
Random grouping - Group first and then let them individually think of ideas or brainstorm ideas together. Each person presents their idea to the group to persuade them to work on their project. The group selects the project and assigns roles.
The problem must be real. It must involve an authentic challenge grounded in compelling societal, economic, and environmental issues that affect people’s lives and communities.
Students must be able to relate to the problem. If students don’t care about the problem, their buy-in will be limited. This needs to be a significant challenge students care about. It might be a problem in their own life or community. Alternatively, you might build a context to help them connect with an unfamiliar problem by using videos, speakers, or field trips.
Encourage students to come up with the problem. This approach typically generates the most enthusiasm and buy-in from students. Give them as much autonomy as possible to identify problems they want to solve, within the constraints dictated by the curriculum. You might start by asking students to be on the alert for problems in their home, school, or community. For example, students might notice erosion in the schoolyard, or determine that kids need a digital tool to manage their homework assignments. If students get stuck, ask them what needs to happen to make life better for the citizens in their area. Are some people in their community hungry? Is pollution a problem?
Empathy needs to be at the core, enabling students to observe and understand people better while also learning about their needs, wants, motivations, frustrations, pains, and goals.
The problem should be “doable.” For a project to be successful, students should have access to the resources, knowledge, and skills they need to solve the problem—and the scope of the problem should be manageable. Tackling a problem involving interplanetary space travel for example could not be prototyped.
The problem must allow for multiple acceptable approaches and solutions. Don’t even consider a problem with a single, predetermined approach and “right” or “wrong” answer. Students should use design thinking—drawing on skills and concepts—to solve the problem.
The problem should align with grade-level standards. In a packed school day, neither teachers nor students have time for much “extra” curriculum content. Look at your standards and then look around at things students see daily.
Source - Education Week - edited for space and a more general curriculum focus
Read more on Design Thinking Information Courtesy of the Stanford DSchool
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K12 Lab Wiki - Design Thinking Workshops
K12 Lab Wiki - Projects/Challenges
PROJECT/PROBLEM Based Learning