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Today, we'll start exploring the stages of Design Thinking. Can anyone tell me what they understand about this method?
It's about understanding people and solving their problems, right?
I think it involves coming up with lots of ideas and then testing them.
Exactly! Design Thinking has five main stages: Empathize, Define, Ideate, Prototype, and Test. To help remember them, we can use the acronym 'EDIPT.' Let's dive into each one.
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The first stage is Empathize. This involves truly understanding the users. Why do you think this stage is important?
So we can know what they really need?
Right! After we empathize, we move on to Define. In this stage, we create a clear problem statement. What do you think this process entails?
I guess we need to summarize our findings into one statement that highlights the user's needs?
Exactly! Good job! By clearly defining the problem, we set the direction for solutions.
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Let's talk about Ideate next. This is where we brainstorm solutions. Can anyone think of ways to generate many ideas?
We could do group brainstorming where everyone's ideas get combined.
Great! Once we have our ideas, we move to the Prototype stage. What is a prototype, and why is it important?
It's like a model of our idea, right? It helps us test things out quickly!
Exactly! Prototypes allow us to visualize and communicate our concepts.
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Finally, we test our prototypes. Why do you think getting feedback from real users is critical?
So we can find out what's working and what isn't before making it final!
Exactly! It helps refine our product. Also, collaboration is key in all these stages. How can working in teams enhance our process?
Different perspectives can lead to better ideas!
Absolutely! Working together helps ensure diverse insights are incorporated.
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By the end of this unit, reflecting on the non-linear nature of Design Thinking is essential. How do you think reflecting can help us progress?
It'll help us learn from our mistakes and improve, right?
We can go back to earlier stages if we find new insights!
Exactly! Being open to revisiting stages leads to better solutions. Remember, design is iterative!
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In this section, students are introduced to key learning objectives that cover the essential skills required for each phase of the Design Thinking process, from empathizing with users to testing prototypes and engaging in reflective practices.
By the end of this unit, students are expected to master a variety of goals central to the Design Thinking methodology. This includes articulating the purpose and activities of each stageโEmpathize, Define, Ideate, Prototype, and Testโwhile conducting user observations, synthesizing insights into actionable problem statements, and engaging collaboratively within teams. Through hands-on experiences and structured workshops, students will develop foundational skills essential for the IB MYP Design cycle, focusing on both individual and collective learning experiences.
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This objective means that students should be able to clearly explain what Design Thinking is, including its importance and the key steps involved in the process. They should know how each stage contributes to solving a problem creatively. Essentially, students need to familiarize themselves with the structure of the Design Thinking process, which consists of stages like Empathize, Define, Ideate, Prototype, and Test, and be able to articulate what happens in each stage.
Imagine you're a chef. Before cooking a meal, you need to understand the recipe and the ingredients involved. Each step in the recipe serves a purpose, just like each stage in Design Thinking has its reason and activities that lead to the final dish, which is a successful solution.
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This objective focuses on students learning how to gather valuable information directly from users. By observing users in context and conducting interviews, they will collect qualitative data that reveals insights about user behaviors, needs, and challenges. This data is essential for defining problems accurately in the Design Thinking process.
Think about how a detective solves a mystery. They donโt just guess what happened; they observe the scene and interview witnesses to gather clues. Similarly, in Design Thinking, students need to observe and talk to users to collect essential information that helps them understand the problem better.
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In this objective, students will take the observations and interview data they've gathered and use it to create clear, concise problem statements. They will also establish criteria for what success would look like and formulate 'How Might We' questions that will guide their brainstorming for solutions. Synthesizing information helps clarify the problem they are tackling.
Similar to writing a news article, where you gather facts and then summarize them into a headline and a story, students summarize their findings to identify key issues and questions that can drive their design process forward.
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This objective emphasizes the importance of creativity in the Design Thinking process. Students will learn to brainstorm a wide range of ideas without holding back (divergent thinking) and then narrow down their ideas to the most feasible ones (convergent thinking). This balance allows for innovative solutions to emerge.
Consider a large brainstorming session where everyone throws out ideas for improving a school cafeteria. Initially, you want lots of ideasโlike a buffet of options (divergent thinking). After that, you decide on the best ideas to implement, like picking the tastiest dishes for the menu (convergent thinking).
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This objective requires students to take their ideas and turn them into simple models or prototypes. These prototypes donโt need to be perfect but should effectively represent the main features of their ideas. The goal is to create something tangible that can be tested and iterated upon.
Think of a fashion designer who sketches a dress and then uses fabric scraps to make a rough version of it. This prototype helps them visualize how the dress works before making the final, polished version for the runway.
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For this objective, students will learn to assess their prototypes by gathering feedback from real users. They will conduct structured sessions that allow them to ask specific questions and take notes on user reactions. This step is critical to understanding what works, what doesnโt, and how to improve their designs.
Think of a movie director who shows an early version of a film to a test audience. The director uses their responses to decide what scenes to change or cut, enhancing the final production before release.
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This objective highlights that Design Thinking is not a strict step-by-step process. Students should understand that they may need to go back to previous stages based on the insights gained from testing. Reflection ensures that the final solutions are well-informed and user-centered.
Imagine you are building a puzzle. Sometimes, as you work, you realize that pieces you thought fit donโt actually belong there. You have to go back, re-evaluate your work, and try different pieces until the picture becomes clear and complete.
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The last objective focuses on teamwork. Students will learn how to work well with their peers by assigning specific roles in the design process and keeping track of what each team member contributes. Effective collaboration is critical in working towards a common goal.
Think of a sports team where each player has a specific position and responsibilities. If everyone does their part effectively and communicates well, the team is more likely to win the game, just like a design team needs to operate smoothly for a successful project.
Learn essential terms and foundational ideas that form the basis of the topic.
Key Concepts
Design Thinking: A human-centered approach to problem-solving.
Iterative Process: The non-linear nature of developing designs.
Collaboration: Working effectively in teams to enhance outcomes.
User Feedback: Essential for refining designs based on real-world use.
See how the concepts apply in real-world scenarios to understand their practical implications.
Creating a user persona to understand client needs for a school project.
Organizing a brainstorming session to generate innovative ideas for solving a problem.
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Empathize to understand, Define to make a stand, Ideate your clever plan, Prototype with steady hand, Test the productโmake it grand.
Imagine a team of inventors setting out to help solve a problem faced by students in their school. They start by observing how students use their lockers, talking to them about their struggles, brainstorm a multitude of creative solutions, build quick models of their favorites, and finally test them with the students to see which works best.
To remember the stages: E โ Empathize, D โ Define, I โ Ideate, P โ Prototype, T โ Test. Just think, 'Every Designer Invites People Together!'
Review key concepts with flashcards.
Review the Definitions for terms.
Term: Empathize
Definition:
The first stage of Design Thinking where understanding the users' needs and experiences is prioritized.
Term: Define
Definition:
The stage where research findings are synthesized into a clear problem statement that guides the design process.
Term: Ideate
Definition:
The stage focused on generating a multitude of ideas without judgment to solve the defined problem.
Term: Prototype
Definition:
Creating tangible representations of ideas to test assumptions and communicate concepts.
Term: Test
Definition:
The final stage where prototypes are evaluated through user feedback to refine or pivot the design.
Term: User Persona
Definition:
A fictional character that represents a segment of the target audience, created to help designers understand user needs.
Term: How Might We (HMW) Questions
Definition:
Open-ended questions framed in a way that encourages innovative thinking and ideation.
Term: Success Criteria
Definition:
Measurable standards used to evaluate the success of a solution against specific goals.