Learn and practice the process individually and / or with a partner on paper and whiteboards making any kind of solution
This module is modeled after the d.School Starter Kit and is enhanced with tips to speak confidently and knowledgeably with engineers 👩🏽💻
Lesson Learning Objectives
Why Design Thinking is Important
Define design thinking
Traits that are common across design thinking processes
Identify multiple design thinking processes
The Five Stages of Design Thinking (d.school model)
Lesson Part 1 (37.5-45 minutes)
Ice breaker - group clustering
Instructions
Stand up.
I will present a question or statement with multiple options or categories.
Once you hear the question, physically cluster with other people who have the same answer. Make your answer general enough so you are not alone but specific enough so your cluster isn't too large. Clusters should be distinct and physically separated.
Once you're in your clusters, engage in discussions with others and learn names.
Questions
For how many semesters prior to this one have you been at FGCU?
Where do you currently live while going to school?
How many courses are you taking this semester?
How many hours do you work at a job (besides academic schoolwork) during the week?
What is your major / minor?
Instructor introduction
Roster check / Attendance
Introduction Discussion Preview / Review
Importance of closely reading and following instructions, checking rubric, resubmitting work
Introduction to Course
Orientation to course web site
Course schedule
Write down some things that are "designed".
Overview from course home page
Time commitment
What is Design Thinking?
Why Is Design Thinking so Important?
There will be ambiguity. This is by design. Navigating Ambiguity (0 of 10) (3:12)
Apply Effectuation to everything you do in this class
Syllabus overview and possible modification based on co-design
Lesson Part 2 (37.5-45 minutes, online for hybrid sections)
BuildU (20 min)
Get Designbook - click "Use Template"
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
Set up OneDrive on your phone (5 minutes)
Time management - make an academic calendar in Outlook
Video
IDEO - The Deep Dive from 1999 (21:41)
A look at the design process in action
To design, you don't need to be an expert at any one thing, except _____________
What type of people are on the team?
Who type of people do they talk to?
What is their mantra / motto?
What is their other motto?
What was necessary in addition to a lot of hard work and hours (the recipe for innovation)?
Reading
10 Insightful Design Thinking Frameworks: A Quick Overview
Traits that are common across design thinking processes
Different implementation frameworks or models have different names and numbers of stages, but they all consist of the same principles and all involve points at which you will empathize, reframe, ideate, prototype and test.
The 5 Stages of the Design Thinking Process: How Do You Use It Effectively?
Four principles
Design Thinking - An Introduction to Design Thinking PROCESS GUIDE (Very useful!)
History
User Centered Design - Don Norman
Design Thinking - David Kelley and IDEO (from the video)
Enterprise Design Thinking - Phil Gilbert combined User Centered Design with communication & collaboration methods such as Sponsor Users, Empathy and Scenario Mapping, Hills, Ideation, Storyboarding, Prototyping, and Playbacks
IBM Skills Academy - Enterprise Design Thinking
Lesson Learning Objectives
Practice the Empathize stage
Lesson Part 1 (37.5-45 minutes)
Attendance
Check Notifications settings in Canvas
Get immediate notifications for Announcements
Review 5 Stages in the Design Thinking Process Review: Empathize, Define, Ideate, Prototype and Test (1-2 minutes)
Memorization mnemonic "Enjoy Drinks In Palm Trees" or something similar
Stage 1 in the Design Thinking Process: Empathise with Your Users and assignment introduction (6-12 minutes)
d.school Workshop Introduction (1 of 10) (1:50)
What are you curious about related to design?
Jill Vialet - What can design look like in practice (2 of 10) (4:08)
Jill is mindful of her design work but she doesn't stick to a predefined course of action.
She allows the path of her process to emerge based on what she is learning from the work along the way.
Reframe means to look at things from different angles, be open-minded, and be unafraid to pivot as you discover new things.
Empathizing with your users will always shift your point of view. Taking a moment to reframe the problem opens up a new set of opportunities.
Get stoked! (1:00) Jill review and activity preparation, get in the right mindset
Activity 1: Blind contour portrait (10 minutes)
Partner up
Introduce yourself
In 60 seconds, draw a portrait of each other looking only at them, not at your paper (concurrently)
Write a sentence or two about how that made you feel
Uncomfortable? Good! Get comfortable being uncomfortable.
Messy? Good! That's part of design work.
Unprepared? Good! Good designers start before they are ready.
Capture your work in progress by saving a picture of your portrait to OneDrive
Activity 2: Day in the life (20 minutes)
Do Design Research: the practice of inquiry and discovery that builds knowledge, insight, and empathy for your users
Instructions and map creation (on paper or whiteboard) (6 minutes)
Empathize: Share. Listen actively but silently. No judgement. Listen to understand. (3 minutes each)
Capture your work and save to OneDrive
Lesson Part 2 (37.5-45 minutes, online for hybrid sections)
Preview assignment
BUILD
Sign up and get the Design book if you haven't already
Empathy - pick a client
👩🏽💻 Speak confidently and knowledgeably with engineers: Engineers often start the development process with business analysis. This is, in a way, developing empathy for the business by figuring out customer complaints, problems, opportunities, goals, and constraints.
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
Empathy presentation (10 - 15 minutes)
Increasing levels of engagement: Pity -> Sympathy -> Empathy -> Compassion
Empathy in Practice / in Business
Effective Listening
Observation 101
Video
Reading
Defining: Re-framing and defining the problem in human-centric ways.
Lesson Learning Objectives
Practice the Define stage
Remember, understand, and apply basic problem statements
Remember, understand, and apply How Might We questions
Introduction to the problem statement canvas
Introduction to detailed problem statements
Lesson Part 1 (37.5-75 minutes)
This stage is about the definition of a meaningful and actionable problem statement, which the design thinker will focus on solving. It is the "No solution zone".
Review Empathize. (2-6 minutes)
Review User Research. (0-5 minutes)
Stoke: Draw a bridge over a river. (0-5 minutes)
Now, draw a better way for people to enjoy getting from one side of a river to the other.
Review 5 Stages in the Design Thinking Process: Empathize, Define, Ideate, Prototype and Test (1-2 minutes)
Stage 2 in the Design Thinking Process: Define the Problem and Interpret the Results and assignment introduction (6-12 minutes)
Root Cause Analysis (1:51)
Activity: Day in the Life continuation
Dig Deeper (5:00)
Review your partner's emotional journey map, ask some why and how questions and take notes to dig deeper into your partner's yesterday. Identify the deeper problem. Try to make a sincere human connection. (3 minutes each, 6 minutes total)
Write a problem statement in this format: (Person's Name + Descriptor) needs a way to (Verb about deeper problem) in a way that (Lets them do something) (6-12 minutes)
Reframe instructions (5:30)
Reframe your partner's low point to find new opportunities by drafting an open-ended question similar to a "How might we" in the form "How can I help <partner / customer> <solve problem>?" (3-6 minutes)
👩🏽💻 Speak confidently and knowledgeably with engineers: Engineers also deal with problem statements. Engineers use something similar to a POV called a user story.
Activity: Define for BuildU client (0-5 minutes)
Get in groups based on BuildU client and synthesize results of Empathize stage
What do you think is their underlying problem?
Lesson Part 2 (0-45 minutes, online for hybrid sections)
Problem statement templates including detailed problem statement and problem statement canvas
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
Detailed problem statements and the problem statement canvas
Read about the Problem Statement Canvas sections
Text template
“When (context) occurs, (customers) who have (characteristic) and (characteristic), have (problem). Because of this, they feel (emotional impact), then experience (quantifiable impact). Currently, they use (alternatives) despite (alternative shortcomings).”
Problem Statement Canvas visual format (xlsx) Save a copy
Video
Reading
#3 Defining the Problem: Are You Solving the Right Problem?
Lesson Learning Objectives
Practice the Ideate stage
Create many ideas in ideation sessions.
Select an idea
Write a solution statement.
Introduction / review of value propositions and the Value Proposition Canvas.
Lesson Part 1 (37.5-75 minutes)
Review Define. (2-6 minutes)
Review 5 Stages in the Design Thinking Process: Empathize, Define, Ideate, Prototype and Test (1-2 minutes)
Stage 3 in the Design Thinking Process: Ideate and assignment introduction (6-12 minutes)
Take notes
Activity: Day in the Life continuation (sit at big tables)
Generate ideas
Review your problem statement and "How could I help" question from Define stage and the answer the question and brainstorm solutions with no constraints and no team on Microsoft Whiteboard, put each idea on an individual sticky note (2 minutes)
Difficult, right? Let's add constraints and work together.
Imagining Possible Solutions - Yusuke (14:34)
How a build to think mindset helps you learn quickly.
Draw pictures representing ideas of possible solutions on paper based on constraints.
Expensive
Tomorrow
Game
Robots
Share your ideas with a classmate other than your client to get feedback and spark new ideas for your Jamboard. (1 minute each)
Improve ideas (sit with classroom client)
How you can make ideas better (5:04) Lacrae and Khris
How feedback early can set you up for success
Share your 4 idea drawings with your client. You might be uncomfortable. Embrace it. (4 minutes each, out of class for hybrid)
"I like..." and "I wish..."
This could be considered testing even though we are still in the ideate stage. Remember, the process is not linear. Test often. This testing should improve your idea generation.
Generate ideas based on maker space resources (6 minutes, out of class for hybrid)
List of 50 cool things to 3D print which are actually useful (1 minute)
Glowforge Project Ideas for Selling (1 minute)
Add more ideas to your whiteboard based on what you learned from sharing and from the following additional constraints: (4 minutes)
Must be 3D printable
Must be an app
Must be made using the Glowforge
Must involve social media (YouTube channel, podcast, Instagram, etc.)
Engage in a method to help select an idea (1-4 minutes, just introduce for hybrid)
Categorize ideas according to form factor.
Copy the image for Bingo Selection and paste it into your Jamboard.
Move your sticky notes to create columns or clusters under the category.
Consider the following questions
Will this idea deliver value?
Will this idea have a positive impact on our client's experience?
Can I build an MVP for this idea with the resources at hand?
Select idea (2-4 minutes)
Write a solution statement for the one idea you would like to continue developing. There is no template for the solution statement, just describe your solution in a sentence or two. This is not set in stone. Remember, the design thinking process is not linear. Furthermore, for this module, you won't necessarily need to fully develop your idea.
Lesson Part 2 (0-45 minutes, online for hybrid sections)
Write a basic value proposition for classroom client
Look at the detailed value proposition that can be made from the Value Proposition Canvas
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
When ideas have sex (16:38)
Engage with all resources related to value propositions on the BMC page
Paper Prototype / Storyboard
Lesson Learning Objectives
Adopt a hands-on approach in prototyping.
Create a paper prototype.
Lesson Part 1 (37.5-45 minutes)
Review The 5 Stages of the Design Thinking Process: How Do You Use It Effectively?
Review Ideate stage and assignment
Idea generation, idea selection, solution statements, value propositions
Stage 4 in the Design Thinking Process: Prototype and assignment introduction (6-12 minutes)
Activity: Day in the Life continuation (sit with your classroom client)
Remix your work (8:20)
Storyboard
Share out (1 minute each)
Capture your work
Revise your solution statement and value proposition if necessary.
Lesson Part 2 (37.5-45 minutes, online for hybrid sections)
Activity: Prototype for BuildU client
Get in groups based on BuildU client
Review and compare what you learned during the earlier stages
Create storyboard prototype
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
The earlier you identify problems, the less expensive they are to fix
“Given our culture of prototyping, we have had tons of failed prototypes when we are creating products and services,” said David Kelley, cofounder of design firm IDEO. “One of the things that’s great about Silicon Valley is that failure is a badge of honor because people here value the learning that goes on.” The Creator's Code
Software for prototype development
Apps
Figma, Adobe XD, Marvel App
Testing: Developing a testable prototype/solution to the problem.
Lesson Learning Objectives
Recognize the benefit of design testing
Describe five methods of design testing
Create a design test
Lesson Part 1 (37.5-45 minutes)
Review The 5 Stages of the Design Thinking Process: How Do You Use It Effectively? (1-2 minutes)
Review Prototype stage and assignment (2-6 minutes)
Stage 5 in the Design Thinking Process: Test and assignment introduction (6-12 minutes)
Activity: test your classroom client prototype (storyboard) with your client and another classmate (not your client), take notes. 3 minutes each
Take a photo with your test partner
Revise earlier products of design thinking process, like problem statement, value proposition, and prototype, as necessary
Activity: Day in the life
Design Process Wrap up (2:03)
Think, Pair, Share
Looking back, what did you notice or learn about how design works?
What is one method or mindset you could use tomorrow?
Better yet, how might you make design work for you? To what can you apply the design thinking process?
Take practice quiz
Lesson Part 2 (37.5-45 minutes, online for hybrid sections)
Activity: Test for BuildU client
If in class, get in groups based on BuildU client
Review and compare what you learned during the earlier stages
Share storyboards to gather feedback and inform improvements, take notes.
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
Video
Designers -- think big! (16:33) The Design Thinking Approach. IDEO CEO Tim Brown's 2009 TED Talk urges designers to think big, shifting their practice from the act of creating an object to the act of fusing design, business, and social studies to solve big, real-world problems
Reading
Lesson Learning Objectives
Understand fundamental 3D concepts, including the Cartesian coordinate system, 3D space, and principles of depth and perspective.
Create a basic 3D model using operations like sketch, extrude, offset, and move.
Lesson Part 1 (37.5-45 minutes)
Fusion 360 2
Lesson Part 2 (37.5-45 minutes, online for hybrid sections)
Find a design online
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
Reading
Designing Your Life Chapter 2
Lesson Learning Objectives
Develop proficiency in using a specific 3D modeling software to create and manipulate basic 3D objects.
Create an intermediate 3D model using operations like construct, revolve, project, and pattern.
Lesson Part 1 (37.5-45 minutes)
Fusion 360 3
Lesson Part 2 (37.5-45 minutes, online for hybrid sections)
Make an original design
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
3D print something
Reading
Designing Your Life Chapter 1 Start Where You Are
Lesson Learning Objectives
Go through a quick design cycle with another classroom client, this time using the D4D framework
D4D 1.1 Identify and define key principles of the Design for Delight mindset
D4D 1.1.1 Identify and define the Deep Customer Empathy principle
D4D 1.1.2 Identify and define the Go Broad to Go Narrow principle
D4D 1.1.3 Identify and define the Rapid Experiments with Customers principle
Lesson Part 1 (37.5-75 minutes)
Review previous assignments
Sign up and register for D4D Foundations Course
Schedule time to complete course
Sign up for certification exam
D4D Overview (2:00)
Toolkit Deck (Teacher Notes) 🗝
Partner up with a new classmate client
The Deep Customer Empathy principle (2 min)
Activity: Customer Interview (3-5 min for each partner)
Optional: What did you learn? (3-5 min)
The Go Broad to Go Narrow principle (2 min)
Activity: Brainstorming (3-5 min)
The Rapid Experiments with Customers principle (2 min)
Activity: Sketch Prototype Worksheet (3-5 min)
Activity: Share your prototype (3-5 min for each partner)
Review key principles
Lesson Part 2 (37.5-45 minutes, online for hybrid sections)
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
D4D Foundations Course
About This Course
Lesson Learning Objectives
Decide on an external client
D4D 1.2 Define core concepts of the Design for Delight principles
D4D 1.2.1 Identify the three metrics of customer delight
D4D 1.2.2 Identify the role of the customer
D4D 1.2.3 Describe the relationship between the customer problem, the solution, and the customer benefit
D4D 1.2.4 Describe looping concepts
D4D 1.2.5 Define and describe prototyping and experimentation
Lesson Part 1 (37.5-45 minutes)
Core concepts (take notes in OneNote)
Three metrics of customer delight
The role of the customer
It Starts With Your Customers
Who are your customers?
Think about who you want to solve a problem for / what type of problem you want to solve. This is very important and consequential. Base your decision on your skills, interests, and abilities. If you have an existing business idea, this could be someone in your customer segment. If you have no other ideas, get inspiration from an SDG. Write down your thoughts.
The relationship between the customer problem, the solution, and the customer benefit
Looping concepts
Prototyping and experimentation
Lesson Part 2 (37.5-45 minutes, online for hybrid sections)
D4D Foundations Course
Identify your customer for project
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
D4D Foundations Course
It Starts With Your Customers
Lesson Learning Objectives
D4D 2.1 Define and describe the process of developing deep customer empathy
D4D 2.1.1 Learn about customers through observation
D4D 2.1.2 Identify the customer challenge
D4D 2.1.3 Summarize what you learned
D4D 2.1.4 Define the customer problem statement
D4D 2.1.5 Conceptualize the ideal customer state
Lesson Part 1 (37.5-45 minutes)
Design team formation (new seats)
What do you all have in common?
Which SDG most resonates with you as a group?
Share about your customer
Define and describe the process of developing deep customer empathy
Deep Customer Empathy Poster preview
Empathy Map intro
Maker Space
Lesson Part 2 (37.5-45 minutes, online for hybrid sections)
Playbook: DEEP CUSTOMER EMPATHY Introduction - use it with your external client
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
Video
Reading
Designing Your Life Chapter 3 Wayfinding
D4D Foundations Course
Why Deep Customer Empathy Matters
Lesson Learning Objectives
D4D 2.2 Learn about customers through observing their behavior
D4D 2.2.1 Identify and describe customer observation methods
D4D 2.2.2 Identify customer observation best practices
D4D 2.2.3 Identify important takeaways from customer observation
Lesson Part 1 (37.5-45 minutes)
Plan your Follow-Me-Home
How to Plan a Follow Me Home (2:20)
CUSTOMER FOLLOW-ME-HOME Method Card and Example Follow-Me-Home “flow”
Welcome to MURAL (3:43)
Mural 1: Follow Me Home - Section 1 Prework
Read Follow-Me-Home Pro Tips
Take notes
Take pictures
Customer Observation Best Practices
Ask "why" and "show me" questions
Observe without judgement or agenda
Observe the customers to learn more about the problem
Lesson Part 2 (37.5-45 minutes, online for hybrid sections)
Plan a Deep Probing Interview
DEEP PROBING INTERVIEWS Method Card and Example Probing Interview Questions
Make questions
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
Video
How to Communicate with Customers: Crash Course Entrepreneurship (10:28)
D4D Foundations Course
Follow-Me-Homes
Lesson Learning Objectives
D4D 2.3 Examine what you learned (about customers)
D4D 2.3.1 Identify the most important results of customer observations
D4D 2.3.2 Identify surprises and pain points
Lesson Part 1 (37.5-45 minutes)
Review: Core concepts: metrics of customer delight, role of the customer; stages; customer observation methods
The most important results of customer observations
Do a Customer Empathy Debrief
Mural 1: Follow Me Home - Section 2 Follow-Me-Home notes (30-50 min)
Identify surprises and pain points
Work collaboratively to get diverse perspectives
You can use your classroom client or generative AI if you failed to do a real Follow-Me-Home
Instructor simulation using Plus Delta results
"Make a persona based on the following feedback about a college entrepreneurship course: "
"What could be some Observations, Surprises, and Pain Points from doing a Follow-Me-Home with a person like this persona?"
Lesson Part 2 (37.5-45 minutes, online for hybrid sections)
Use a Customer Safari Method card to summarize what you learn while silently observing a customer
Create an empathy map to help identify the customer's challenge by connecting a customer's perspective to issues and their related emotions
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
Reading
Designing Your Life Chapter 4 Getting Unstuck
Lesson Learning Objectives
D4D 2.4 Define the customer problem
D4D 2.4.1 Identify the components of a customer problem statement
D4D 2.4.2 Given a situation, create or complete a customer problem statement
Lesson Part 1 (37.5-45 minutes)
5 Whys technique
CUSTOMER PROBLEM STATEMENT Method Card and template
Choosing the Right Problem to Solve with the Customer Problem Statement (6:37)
Define a Customer Problem Statement
Mural 2 - Section 1: Customer Problem Statement (20 min)
Instructor simulation using Plus Delta results
"What could be some of the underlying problems?"
"Write a problem statement related to _________ in the following format: " (copy and paste "I" problem statement template)
Lesson Part 2 (37.5-45 minutes, online for hybrid sections)
Mural 2 - Section 2: Final Customer Problem Statement (15 min)
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
Video
D4D Foundations Course
Customer Problem Statements
Lesson Learning Objectives
D4D 2.5 Conceptualize the ideal customer state
D4D 2.5.1 Identify the components of an ideal state statement
D4D 2.5.2 Given a situation, create or complete an ideal state statement
Lesson Part 1 (37.5-45 minutes)
THE IDEAL STATE Method Card and template
Mural 3 - Section 1: Ideal State Template (10 min)
Instructor simulation using Plus Delta results
"Based on this problem, create an Ideal State statement in the following format: " (copy and paste ideal state template)
Lesson Part 2 (37.5-45 minutes, online for hybrid sections)
Mural 3 - Section 2: Final Ideal State (10 min)
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
Video
Reading
Designing Your Life Chapter 5 Design Your Lives
D4D Foundations Course
What Did You Learn?
Lesson Learning Objectives
D4D 3.1 Identify the purposes of brainstorming and narrowing
D4D 3.1.1 Identify the purpose of brainstorming
D4D 3.1.2 Identify the purpose of narrowing
Lesson Part 1 (37.5-45 minutes)
Go Broad to Go Narrow (first 6:18 of 10:38)
Mural 4 7-1 Brainstorming - Section 1: First idea (5 min)
Instructor simulation using Plus Delta results
"What is one innovative product, service, or app related solution to this problem?"
Mural 4 7-1 Brainstorming - Section 2: Six more ideas (20 min)
Focus on one team member for couple minutes. Share your problem statement and ideal state with everyone and see what solutions they come up with.
Put your problem statement and ideal state into generative AI and ask for innovative solutions.
"What are six more solutions to this problem?"
Try the Big Idea Prompt
"Explain how to use your temperature settings."
Mural 4 7-1 Brainstorming - Section 3: Remix with the team (10 min)
Lesson Part 2 (37.5-45 minutes, online for hybrid sections)
BRAINSTORMING Method Card and Ground Rules
7 TO GET 1 Method Card
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
Video
Ideation Inspiration
D4D Foundations Course
Why Go Broad to Go Narrow
Lesson Learning Objectives
D4D 3.2 Identify methods of brainstorming and narrowing (specific methods)
D4D 3.2.1 Identify methods of brainstorming
D4D 3.3.1 Identify best practices for brainstorming
Lesson Part 1 (37.5-45 minutes)
Do some brainstorming alone, quantity over quality
Warm up practice exercise: Circles
Do more brainstorming following best practices
Avoid locking in on the first idea: 7-1 brainstorming
Creative constraints
Brainstorm as a group
Share your mural with your group so they can contribute ideas
Lesson Part 2 (37.5-45 minutes, online for hybrid sections)
Do more brainstorming using methods
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
Video
Crash Course Business Entrepreneurship: Minimum Viable Product and Pivoting (11:14)
Reading
Designing Your Life Chapter 6 Prototyping
Lesson Learning Objectives
D4D 3.3 Identify best practices for brainstorming and narrowing (general concepts)
D4D 3.2.2 Identify methods of narrowing
D4D 3.3.2 Identify best practices for narrowing
Lesson Part 1 (37.5-45 minutes)
Do 10-vote narrowing
Go Broad to Go Narrow (start at 6:18 to 10:38)
Mural 4 10-Vote Exercise - Section 1: 10-vote narrowing (10 min each)
Share your mural with your group so they can vote
Review outline pro tips and start voting session
Mural 4 10-Vote Exercise - Section 2: Discussion time (5 min each)
Lesson Part 2 (37.5-45 minutes, online for hybrid sections)
2X2 NARROWING Method Card and How to create a good 2x2 criteria
Do 2x2 narrowing using 2X2 NARROWING Method Card
Do 100 point narrowing
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
Video
Watch Crash Course Business Entrepreneurship: Testing Your Product and Getting Feedback (12:17)
Lesson Learning Objectives
D4D 3.4 Identify methods of making ideas into concrete solutions
D4D 3.4.1 Identify methods of representing ideas
D4D 3.4.2 Identify the information necessary in a representation
Lesson Part 1 (37.5-45 minutes)
Mural 5 - Section 1: Storyboard (20 min)
Review outline pro tips
Make it
Share it with someone not in your group
Revise it
Lesson Part 2 (37.5-45 minutes, online for hybrid sections)
Module review game
Complete Go Broad to Go Narrow mural section
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
Video
Reading
Designing Your Life Chapter 7 How Not to Get a Job
D4D Foundations Course
Storyboarding
What did you learn?
Lesson Learning Objectives
D4D 4.1 Identify the purpose and principles of rapid experiments
D4D 4.1.1 Describe the rapid experiment process
D4D 4.1.2 Identify the purposes of rapid customer experiments
Create Figma account
Get education access
Lesson Part 1 (37.5-45 minutes)
Digital Prototype Project Introduction
Lesson Part 2 (37.5-45 minutes, online for hybrid sections)
Digital Prototype Project account, team
Intro to FigJam: How to brainstorm with an online whiteboard
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
Video
D4D Foundations Course
Why Rapid Experiments With Customers
Lesson Learning Objectives
D4D 4.2 Generate a list of assumptions
D4D 4.2.1 Define and identify assumptions
D4D 4.2.2 Describe experiment assumptions and importance
Lesson Part 1 (37.5-45 minutes)
Review the rapid experiment process and the purposes of rapid customer experiments (5 min)
Reducing Risks by Identifying Leap of Faith Assumptions (first 2:15 of 5:28)
Mural 6 Leap Of Faith Assumptions (LOFAs) - Section 1 Identifying all assumptions (10 min)
Digital Prototype Project storyboard (15 min)
Lesson Part 2 (37.5-45 minutes, online for hybrid sections)
Reading / Discussion
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
Amplify Your Critical Thinking with Generative AI - LinkedIn Learning course offering certificate (60 min)
Reading and Discussion
Designing Your Life Chapter 8 Designing Your Dream Job (60 min)
Video
Validate your business idea Lean Startup book review (8:48)
Lesson Learning Objectives
D4D 4.3 Prioritize customer behavior assumptions
D4D 4.3.1 Given a set of assumptions, identify the most-crucial assumptions
D4D 4.3.2 Given a set of assumptions, identify the least-proven assumptions
D4D 4.3.3 Given a set of assumptions, identify the Leap of Faith assumptions
Lesson Part 1 (37.5-45 minutes)
Reducing Risks by Identifying Leap of Faith Assumptions (2:15-4:24)
How to define and identify assumptions and Leap of Faith Assumptions (10 min)
Mural 6 Leap of Faith Assumptions (LOFAs) - Section 2 Identifying Leap of Faith Assumptions (10 min)
Reducing Risks by Identifying Leap of Faith Assumptions (4:24-5:28)
Digital Prototype Project wireframe (20 min)
Lesson Part 2 (37.5-45 minutes, online for hybrid sections)
Prioritizing customer behavior assumptions activity (in Canvas)
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
D4D Foundations Course
Leap of Faith Assumptions
Lesson Learning Objectives
D4D 4.4 Create an experiment to test the “leap of faith” assumption
D4D 4.4.1 Identify the components of a good experiment
D4D 4.4.2 Identify the components of a hypothesis statement
D4D 4.4.3 Given a situation, create or complete a hypothesis statement
Lesson Part 1 (37.5-45 minutes)
Digital Prototype Project mockup (15 min)
Co-Creating a Powerful Hypothesis Statement before Testing (first 3:10 of 4:55)
Mural 7 Hypothesis Statement - Section 1: Hypothesis Statement (20 min)
Lesson Part 2 (37.5-45 minutes, online for hybrid sections)
Co-Creating a Powerful Hypothesis Statement before Testing (3:10-4:55)
Mural 7 Hypothesis Statement - Section 2: Final Hypothesis Statement (10 min)
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
Reading
Designing Your Life Chapter 9 Choosing Happiness
Video
Expenses & Costs - How to Spend Money Wisely: Crash Course Entrepreneurship (10:53)
D4D Foundations Course
Designing Rapid Experiments
Lesson Learning Objectives
D4D 4.5 Prototype your experiment internally
D4D 4.5.1 Identify prototyping methods
D4D 4.5.2 Identify requirements of a successful experiment
Lesson Part 1 (37.5-45 minutes)
Introduce Final Product assignment
Mural 8 Prototyping - Section 1 Principles for effective prototyping (10 min)
Mural 8 Prototyping - Section 2 Sketch prototype (10 min)
Digital Prototype Project prototype, sharing (10 min)
Test / Experiment setup in FigJam
Duplicate the Classroom design critique template (FigJam) to your individual project.
Rename it Test.
Lesson Part 2 (37.5-45 minutes, online for hybrid sections)
Work on Test / Experiment
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
Run experiment with client / potential users "outside the building" and document in FigJam
Lesson Learning Objectives
D4D 4.6 Evaluate test results and identify next steps
D4D 4.6.1 Evaluate the success of a test
D4D 4.6.2 Identify what you learned from the test
D4D 4.6.3 Describe how to identify the next steps
ESB 3.1.1 Define elements of product/market fit hypothesis
Lesson Part 1 (37.5-45 minutes)
Test / Experiment review (FigJam) (15 min.)
Production and Distribution - The Value of a Minimum Viable Product: Elements of Product/Market Fit Hypothesis (5 min.)
Make a value proposition canvas for your idea (20 min.)
Lesson Part 2 (37.5-45 minutes, online for hybrid sections)
Write a detailed value proposition based on the value proposition canvas
Write a basic value proposition
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
Video
Reading
Designing Your Life Chapter 10 Failure Immunity
D4D Foundations Course
What Did You Learn? (Module 4)
Applying design thinking to solve real-world challenges
Lesson Learning Objectives
ESB 3.1.2 Define performance/quality criteria
Lesson Part 1 (37.5-45 minutes)
Performance/Quality Criteria of students
Introduction to Performance and Quality Criteria (15 min)
Production and Distribution - Performance/Quality Criteria
Define performance and quality criteria in the context of design and entrepreneurship.
Discuss the importance of setting measurable standards for evaluating design solutions.
Activity: Group Discussion (20 min)
Identify key performance and quality criteria relevant to a given design scenario.
Brainstorm and discuss different aspects that contribute to the effectiveness and quality of a design solution.
Class Discussion and Sharing (15 min)
Reconvene as a class and each group share their identified performance and quality criteria.
Common themes, differences, and the rationale behind the chosen criteria.
Lesson Part 2 (37.5-45 minutes, online for hybrid sections)
Application Exercise: Design Project (30 min)
Mini design project related to a specific problem or challenge.
Define performance and quality criteria that will guide the evaluation of the design solution.
Think critically about what success looks like for the design based on the established criteria.
Reflection and Feedback (10 min)
Evaluate the effectiveness of the defined criteria.
Feedback on the clarity, specificity, and relevance of the identified performance and quality standards.
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
D4D Foundations Course
What Did You Learn? (Module 5)
Design For Delight and Durable Skills podcast episode (33:21)
Study for exam
Lesson Learning Objectives
ESB 3.2.1 Identify the knowledge and materials needed to create a product or service
Lesson Part 1 (37.5-45 minutes)
Production and Distribution - Creating a product or service
Creating a product or service activity (Blooket)
Lesson Part 2 (37.5-45 minutes, online for hybrid sections)
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
Reading
Designing Your Life Chapter 11 Building a Team
Study for exam
Lesson Learning Objectives
ESB 3.2.2 Identify production options for digital and physical products and services
Lesson Part 1 (37.5-45 minutes)
Production and Distribution - Production options
Final Exam review (Blooket)
Lesson Part 2 (37.5-45 minutes)
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
Study for exam
Lesson Learning Objectives
ESB 3.2.3 Identify quality control testing processes for digital and physical products and services, including adherence to government regulatory and safety requirements
Lesson Part 1 & 2 (75-90 minutes)
Production and Distribution Product Quality Control Testing
Test example videos
Presentation of explainer video
Lesson Part 3 (180 minutes, some in class if time permits, otherwise, out of class)
Reading
Designing Your Life Chapter 12 Conclusion - A Well-Designed Life
Lesson Part 1 (37.5-45 minutes)
Production quiz (open notes)
Lesson Part 2 (37.5-45 minutes)
Take final exam in Canvas or certification exam in Compass (no resources)