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Today, we will start the Rapid Empathy-Mapping Workshop. Can anyone tell me what a user persona is and why we use it in Design Thinking?
Isn't it a fictional character that represents a user group?
Exactly! A user persona helps us understand our target audience. For our workshop, weโll use Noah, a budding artist transporting fragile sketches. How do you think knowing about Noah will help us?
It helps us see things from his perspective!
Right! Empathy is key. Remember, we will capture insights on what Noah says, thinks, does, and feels.
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Letโs start with the Framing activity. Iโll read Noahโs profile, and I want you to think of context questions. Whatโs on your mind?
What challenges does Noah face when carrying his sketches?
Does he worry about damaging them?
Great questions! Now, letโs move to Silent Note Capture. Each of you will write down insights in each quadrant of the empathy map. Remember to focus on observations.
What do we do with the notes after writing them?
After capturing your notes, weโll group them into themes. Think of it as finding patterns!
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Now that weโve written our insights, itโs time to cluster and label them. Letโs look at what you've written. What themes do you notice?
I see a lot about how Noah feels stressed about carrying fragile items.
And many notes about time, like when heโs rushing to class, he might drop something!
Excellent observations! Letโs put those together. Each cluster will help us create meaningful insight statements.
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Weโre nearing the end! Using the clusters, let's draft insight statements. How do we summarize our findings into a powerful statement?
Noah needs something to carry his sketches safely without extra bulk.
Yes! That statement captures both the need for safety and flexibility.
Fantastic! This insight will guide our Define stage. Remember to share your one surprise finding when we debrief.
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In this section, students engage in a Rapid Empathy-Mapping Workshop, focusing on a designated user persona. Through collaborative activities, they capture insights about user behaviors and emotions, which will lay the foundation for defining the problem statement in future stages. The workshop emphasizes teamwork, creativity, and reflection.
The Rapid Empathy-Mapping Workshop is a pivotal hands-on activity designed to apply the empathy stage of Design Thinking effectively. During this workshop, students are divided into teams and assigned roles to organize their efforts efficiently. Each team works with a user personaโan example being 'Noah, a budding artist transporting fragile sketches'โto understand and capture the complexities of user interactions and emotions related to their needs.
Teams prepare by electing roles: facilitator, notetaker, timekeeper, and presenter. Students then use a structured empathy-map template that includes four quadrants: Says, Thinks, Does, and Feels. This template will guide their observations and brainstorming activities.
Each group shares their findings, discussing surprises that emerged and validating their initial assumptions. The instructor synthesizes the insights across groups and links them back to the upcoming Define phase, encouraging reflection on how these insights may shape future 'How Might We' questions. This iterative process not only enhances understanding but also helps students appreciate the depth of empathy required in problem-solving.
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In this preparation phase, the team must set clear roles to ensure a smooth workshop. The facilitator guides the activity, the notetaker captures insights, the timekeeper ensures the group stays on schedule, and the presenter shares findings with the class. A user persona is prepared in advance, representing a typical user for the project โ this persona will help students relate to real needs during the mapping process. Essential materials include a large empathy-map template that helps organize thoughts into categories of what the user says, thinks, does, and feels, plus sticky notes and markers for capturing insights.
Think of this preparation as setting up a stage for a play; each actor has a specific role to play, and without preparation, the performance would be chaotic. Just like how actors need a script and props, here, students need defined roles and materials to enact the understanding of user experiences effectively.
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This section outlines the actual steps of the empathy-mapping activity. First, the facilitator introduces the persona to the class, prompting students to think critically about the context surrounding the persona's experiences. During the silent note capture phase, each student reflects and writes down specific observations about what the persona says, thinks, does, and feels. After capturing insights, students work together to group similar notes into themes. Finally, one group member distills the insights into a clear statement, summarizing the persona's needs. This collaborative effort fosters a deeper understanding of user experiences.
Imagine you are planning a surprise party for a friend. First, you gather insights about what they like (Framing). Then, each friend shares their thoughts on potential party ideas (Silent Note Capture). After, everyone discusses and divides the suggestions into different categories (Cluster & Label). Finally, you come up with a plan that captures all the best ideas into one cohesive strategy (Insight Statement).
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The debrief and reflection phase is essential for reinforcing learning after the activity. Each group presents their most surprising findings and any insights that supported their initial thoughts, allowing for validation and discussion. The instructor then synthesizes knowledge from the entire class, pointing out common themes that emerge in the findings, which will set the groundwork for the next phase, the Define stage. Reflective questions encourage students to think critically about their findings and how those might influence their next steps in the design process.
Consider this debrief as a team huddle in a sports game. After each play, the coach gathers insights to understand what worked and what didn't. Players share their thoughts on the game's strategies (Presentation), the coach identifies successful tactics (Class Synthesis), and then they discuss what they can improve for the next game (Reflective Questions). This is how the team grows stronger and more closely aligned for success.
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Key Concepts
Empathy: Understanding the feelings and emotions of users to develop effective solutions.
User Persona: A fictional representation of a user that helps guide design decisions.
Insight Statement: A summary of user insights that informs the design process.
See how the concepts apply in real-world scenarios to understand their practical implications.
Noah is concerned about squeezing his sketches into a crowded backpack without damage.
Riley, a busy student, needs quick access to resources while on the move.
Use mnemonics, acronyms, or visual cues to help remember key information more easily.
In the map of empathy, say, think, do, feel away, gather insights for the day!
Imagine Noah carrying his delicate sketches. He faces challenges every day, feeling rushed and worried. As students help him, they empathize using the map, forming a magical bridge to his world.
S-T-D-F = Says, Thinks, Does, Feels - remember to collect insights!
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Review the Definitions for terms.
Term: Empathy Mapping
Definition:
A visual tool used to capture what users say, think, do, and feel to gain insights into user needs.
Term: User Persona
Definition:
A fictional character that represents a specific user type within a target audience.
Term: Insight Statement
Definition:
A concise declaration capturing the key insights derived from user observations.