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Mindy Ahrens & Judy Caraang

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1 Mindy Ahrens & Judy Caraang
Deeper Learning Through Design Thinking Mindy Ahrens & Judy Caraang Design39Campus Poway Unified School District hhttp://bit.ly/designthinking_sdcuettp://bit.ly/designthinking_

2 Deeper Learning Competencies The William and Flora Hewlett Foundation
Master Core Content Think Critically and Solve Complex Problems Work Collaboratively Communicate Effectively Learn How to Learn Develop Academic Mindsets The William and Flora Hewlett Foundation

3 Design Thinking Process
Design39Campus

4 Focus and Flare

5 Questions to ponder… What do you notice about your own creativity and creative confidence (risk taking)? What do you notice about collaboration and communication within your group? What core content are you learning or practicing?

6 Community Building: Line up (5-10 min) Safe environment
allow for risk taking community building- line up according to furthest moved. (raises the energy level, gets people standing/mixing, find commonalities) Mix of people adds to the level of creativity because it brings in different viewpoints and backgrounds.

7 Redesign the Moving Experience

8 Empathy: To truly understand the person you are designing for
Find latent needs, pain points, missed opportunities Your job: gather data, ask questions, listen to stories

9 Empathy Classroom Connection:
Bring in real people who have immigrated to America Use primary sources as the “user” Connect current immigration issues to early immigration

10 Define: To synthesize the empathy findings into one user and his or her specific need. Your job: To create a needs statement for your specific user

11 _____ needs a way to _____ because ____ .
Needs Statement: _____ needs a way to _____ because ____ . what is the need? why? who?

12 Define Classroom Connection:
Redesign the Ellis Island experience Redesign the pioneer experience Redesign the current American immigration experience

13 Ideate: To generate as many ideas as possible to potentially solve the user’s need “Yes, and…” Your job: To brainstorm as many ideas as you can to solve your user’s need.

14 Prototype To build rapid, physical representations of an idea
To bring an idea out of the brain in order to show it to others Your job: Choose one of your solutions to prototype.

15 Test & Revise To allow the user to interact with prototypes
To refine solutions “I like... I wish...” Your job: Go back to your user and test your prototype. Revise based on feedback.

16 Sharing Time!

17 Questions to ponder… What do you notice about your own creativity and creative confidence (risk taking)? What do you notice about collaboration and communication within your group? What core content are you learning or practicing?

18 Put it into action: Brainstorm possible design challenges Levers:
grade level subject(s) school community local community world 2. Gallery Walk

19 Resources


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