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Sleeping Dragons

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10/24/18 · Assignment: Meet the Team
Hashim · Sleeping Dragons
Our team name is the Sleeping Dragons

Our Progress

Due Assignment Max Points Our Points
Oct 12
Congratulations on solving the mystery! Were some clues harder to unravel than others? Remember the teamwork and creative problem solving skills you used in this activity. These skills will come in handy throughout your DT Philly project. P.S. We're guessing this picture is for your team logo. If not, let us know and we'll move it!
Oct 12
1We're guessing this photo is your team logo. (If not, let us know and we'll move it!) Don't forget to tell us your team name and a little about your team. There's a page in the Appendix section of your playbook to help you do this.
Oct 19
1What a nice photo, and what fancy features you put on your book bags!. When you're designing for someone, it's important to think about their habits, needs, and likes. For this activity you included features in your book bags that fit what each of you need and like since this design was for you. When you're doing your DT Philly project, you'll want to do the same thing by researching what your users--the people you're trying to help--need and like, and what their habits are. Keep up the good work!
Oct 19
From what you wrote, we think you did this for Ready, Set, Design!, so we took the liberty of moving your answer to that activity. A teleportation chamber sounds like a great way to get somewhere fast! Do you have any pictures of your designs?
Oct 26
Well, it doesn't seem like you had any trouble reading the instructions, but thank you for the fun video and for taking a walk in Mariana's shoes to see how life is more complicated for people with dyslexia. Understanding how a problem makes people feel--the ways it makes life more difficult--is an important part of design work. Remember this and think about how you can empathize with the people you're designing for when you do your DT Philly project!
Oct 26
1That was quite the production! Thanks for such a fun reveal of your design challenge question. It sounds like a great problem to explore and that you can make the school day more enjoyable for many people by addressing this challenge.
Nov 2
1These are good things to look into. When you are observing what happens in the store, be sure to take good notes about what's happening...what students are buying, what the person taking the order has to do to fill it, what parts of the transaction take the longest, etc. It might even be helpful to draw a diagram of where things are, where the store workers have to go to do their duties, etc. As part of this activity, did you create a "rich picture" about your problem--a picture that shows everything going on, sort of like a birds-eye view of the problem?
Nov 2
Did we understand correctly that your project is about making the school store run more efficiently so more people can be served in a short period of time? If that's the case, then the store cashier is a good person to profile! But it might be helpful to think about what needs and concerns she has that relate to how hard or easy it is to serve people quickly--what slows things down?--instead of whether the store sells candy.
Nov 9
Congratulations on spotting the bear. It's funny how easy it can be to miss something that's right in front of you. Good designers pay close attention to what's going on so they can uncover important information that helps them solve problems. Your keen observation skills will come in handy when you're working on your design project!
Nov 16
1It sounds like some students skip the line when it's long, and others stay no matter what. Did you learn anything else during your research? If you're trying to figure out why the store can't serve more students more quickly, you'll want to look at what is slowing the line down. This means doing some observations, and maybe talking to the people who work at the store. Some things you might want to look at could be: Do students know what they want and order quickly? Do some orders take longer to process than others? if so, why? How many people work in the store? What does the person taking the order have to do to fill it--are things easy to get and hand to the student? Does anything need to be bagged up? What parts of the transaction take the longest--getting the item(s), processing payment, deciding what to order, etc., etc. It might even be helpful to draw a diagram of where things are and what the store workers have to do to take and fill an order and process payment.
Nov 21
This looks like the same thing you submitted for the first half of your research. We split your research work into two parts to give you more time to do it, so you'll want to go out and learn some more about your problem for the second half. If you're not sure what to do next, look to see what suggestions we gave you in response to the first research you shared with us. We think you're working on the problem of making the line at the school store move faster so you can go to the store and still get to lunch. Are there things you can learn from talking to the people who work in the store, or watching what happens and timing how long it takes to serve each student in the line? Doing this might help you see some opportunities to speed things up. What types of things take the most time? Do students take a long time ordering or finding their money? Does the person who works in the store have to move around a lot or wait for something to happen before they can complete a sale and move on to the next student?
Nov 21
Thanks for doing this activity! Did you know there were two images in each picture? It's so interesting that some people notice one image first, and others see a different image first--but once someone shows you, you can easily see both. In your design work you may also find that different people see the same situation differently--and that those points of view are neither right nor wrong, they're just different. Where could you dig a bit deeper in your own design research to make sure you're understanding things from different points of view?
Nov 30
Way to go--it sounds like you got very creative with your problem solving here! Did you get to 20 ideas for either of the challenges you worked on? When you brainstorm for your DT Philly project, you'll want to come up with lots and lots of creative ways to solve different aspects of your problem, so if there was anything you did here that helped you get in the creative idea mood, remember to do the same thing when you start brainstorming for your project.
Nov 30
1Thank you for sharing clear pictures of your work. You did a good job identifying different ways this problem affects your school. From what you've shared, it sounds like some needs you might want to brainstorm around are ways to serve people more quickly at the store, ways to keep the hallway passable, ways to get to lunch more quickly, and ways to improve behavior in the lines. We can't wait to see what specific ideas you brainstorm to meet your needs and achieve your goals!
Dec 7
1Thanks for sharing pictures of your team’s brainstorming. When we zoom in, it’s blurry so we’re not able to read your ideas, but we’re intrigued by the headings you used. Do arguments slow down the line, or do they happen because the line is slow or because the hallway is crowded? You’ll want to prototype and test a few different ideas to see what works best to solve your problem. And from these categories, it sounds like you might use a few different types of design—for example, system design and design of a space. As you move from brainstorming to prototyping, you’ll want to start thinking in great detail about how things could work. For example, to design a better system, you might want to break the current system down into a series of steps and figure out where you see opportunities to do things differently! If you like, you can re-watch your Wonderful World of Design video to refresh your memory of what to pay attention to in different types of design work.
Dec 7
We love your outside-the-box ideas for how to open a 5th grade school store! It sounds like your team did a great job flipping these terrible ideas into fun ways to attract people to a school store (although you might end up with even longer lines if you have all those good smells—mmmmm!). Can you use this kind of thinking to help you also solve the problems of slow lines and fighting in line?
Dec 14
We hope you had fun building your tower! Building is a great way to experiment with different ideas to see what works best--remember this when you start prototyping for your DT Philly project. As you build your prototypes, you will learn new things and see ways to make adjustments to your model, just as you did with the spaghetti tower. Learning as you go and being open to new ideas and changes will help you create the best possible prototypes.
Dec 14
1You’ve shared some interesting ideas in your sketches! These ideas all involve some redesign of space in your school (the “built environment” as we called it in the Wonderful World of Design video). What kinds of things do you need to think about when you do this in the school store or the lunchroom…maybe how easy it is to get to and from key locations like the microwaves or cash registers? Whether there is enough room to do what you want to do? Whether you’re taking space away from anything else? Where traffic jams are likely to occur? Whether there are enough outlets for more microwaves or how many microwaves you need to reduce wait time enough? And for a separate middle school store…is there a vacant space on the first floor that is appropriate? Are there enough staff to run two separate stores? There are so many details to think about in the prototype stage, but being attentive to the details is the best way to get to a great solution!
Jan 4
We like your use of technology to re-imagine one of your sketches, but we'd also like to see you move beyond fancy drawing for your rapid prototype. This assignment isn't due until you return from winter break, so you have time to develop a more lifelike prototype that you could test. For example, can you rearrange things in the school store and add some boxes that would represent extra microwaves. Then have a line of students come and pretend they're making their normal purchases and see how much faster the line moves (estimate how long it takes to microwave a purchase, and have students wait that long before leaving the store)? Do any unanticipated problems come up? You could use a similar approach to mock up a store in the lunchroom, or even have someone set up and sell items in the cafeteria instead of the store for a few days to see what happens.
Jan 4
Thanks for taking the time to look at what some other DT Philly teams are doing, and for sharing this screenshot! Did you find anything about the KCPS team's design project that you think they're doing a good job on or that interests you? It's great to learn from and be inspired by your fellow design thinkers, so keep checking in on other teams and sharing messages with them.
Jan 11
Check your activity kit...we gave you one of these so you can test it for yourself! Be careful when you do this (also, we recommend doing it with a can of sparkling water instead of soda), so you don't have any accidents. Take some pictures and share your experience to receive credit for this activity! And remember how important it is to test your ideas to make sure they really do solve your problem, and solve it in an easy-to-use, easy-to-understand way.
Jan 11
1Talking to your principal is a great first step towards getting your idea to improve the school store off the ground. Just because you can't create the store right now doesn't mean you can't test out some of your ideas for it. Could you create a model of how you would like the new school store to look? You could even find a time that the store is not open and rearrange some things to see if your ideas would work. Or create a set (like a movie or tv show) in your classroom of how you'd like to set up the school store. Then you could do a test run using your classmates as "customers" and see if you can speed up transaction times, decrease bottlenecks, and get feedback from students or even the people who run the store. This is a great time to get creative about how you can try out your ideas!
Jan 18
Take a look at the feedback we gave you on the "Testing 123" assignment. Once you've tested your prototype with people outside of your team, you'll have feedback to help you iterate (make improvements to your prototype) based on what your users like and need. Test some ideas out -- even if they're not fully functional -- and see what kind of feedback you get. Then come back here and share with us the changes you want to make to your prototype to earn your puzzle piece for this assignment.
Jan 18
Thank you for taking the time to look at these designs. We hope you had fun finding the problems with these products. Once you've finished prototyping and testing your design, come back and share your thoughts on whether a problem like any one of these might be lurking in your own design so we can award your badge. Is your design as easy to use as you think? Are there any unintended things that might happen?
Jan 25
Smart phones are definitely a popular design! Can you go into a bit more depth about why you like it and use it so much? What did the designer do that makes smart phones so useful and desirable? We're not exactly sure what a mini cafe is. Could you explain what makes the design of the mini cafe good and how it helps you get through school everyday? Remember, this is practice for presenting your design project, so you want to do a great job explaining your choice from a design perspective. Tell us more to earn your Presenter card.
Feb 1
1Thank you for submitting your design story! Your team has dedicated a lot of time and hard work to this project, and we appreciate your passion for your project. We can't wait to see how you share your design story with the judges and your fellow design thinkers on Wednesday!
Feb 5

Badges

Design Thinker

An intrepid explorer equiped with the skills and tools to conquer challenges large or small. 

Start-Up: Humble Design Badge

Congratulations on your creative problem solving—an essential skill for every designer!  Great solutions and break-through moments come when you think outside the box, just as Ana Smith and Trager Strasberg did when they acted on their belief that families transitioning out of shelters deserve clean, friendly, and dignified homes.  The organization they founded, Humble Design, works with formerly homeless clients to create welcoming makeovers of the residences they move into.  Launched in Detroit in 2009, the program has expanded its services to four additional cities.

Empathizer

A preceptive observer and thoughtful listener, adept at understanding how other people think and feel. 

Empathize: Band-Aid Badge

Thanks for taking a walk in someone else’s shoes!  Designers empathize to understand what other people are going through so they know how to help.  Just as Earle Dickson did when he invented the world’s first Band-Aid.  Earle’s wife, Josephine, frequently got small cuts and burns when cooking and working around the house.  Earle got the idea to cut up small pieces of gauze and place them on a long piece of tape, which Josephine could cut off and use whenever she got hurt.  Earle worked for a company called Johnson & Johnson that makes medical goods and is based in New Jersey, just a 2-hour drive from here.  He shared his invention with his boss, and in 1920 a new product—one that we all use—was born!

Definer

An inquisitive investigator, driven to dig deep and sicover the hidden causes of problems. 

Define: Doug Dietz Badge

Nice work using your powers of observation!  Good designers keep their eyes and minds open so they don’t miss important information.  Just like designer Doug Dietz did when he noticed how scared a young girl was during an MRI (a test that lets doctors see inside your body).  This observation spurred him to use design thinking to turn the MRI experience into a fun one, not a frightening one.  The actual machine was never changed but the rooms were redesigned to look like theme park rides, and staff were trained to help children feel like they’re venturing into space, the jungle, the sea, and other cool places.  This change drastically reduced the number children who got upset and had to be sedated before an MRI.  Now, some kids even ask if they can come back and do it again!

Ideater

A creative and flexible thinker, brimming with imaginative ways to solve tricky problems. 

Ideate: Super Soaker Badge

Way to get creative! It's not always easy to see things in a new light, but that's what inventor and scientist Lonnie Johnson did when he created the popular toy, the Super Soaker.  One night after work, Lonnie was at home working on ideas for a new water pump.  After shooting a stream of water across the bathroom he realized he had the makings of a great toy!  Brainstorming ideas and keeping an open mind led Lonnie in a new direction and gave the world an exciting new way to have summer fun.

Prototyper

An inventive builder, able to transform ideas into real objects or experiences with his own two hands. 

Prototype: Adidas Badge

Well done!  Prototyping is an iterative process...even when you have a finished product, you can still find ways to make improvements.  Consider what happened in 1966, during the first broadly televised World Cup games.  With four hundred million fans watching, a problem became apparent:  the ball, which was reddish brown, was hard to see and follow on TV.  By the time of the 1970 World Cup, a new ball called the Telstar had been developed—one with a black and white checkered design that was easier for both players and TV viewers to see.  The new design also made the ball more spherical, which in turn made it move in more predictable ways—something the players liked.  While this iconic design is still familiar to most of us, the design of the ball has continued to evolve and improve since then!

Tester

An open-minded experimenter, dedicated to improving solutions through trial and feedback. 

Test: Sesame Street Badge

Now you know...testing is not just for school!  Good designers test their prototypes with real people and in real-world situations to see if their ideas actually work.  This is true whether the prototype is an object, a system, or an experience--like a TV show!  Believe it or not, the people who create Sesame Street put a lot of time and energy into research and testing.  Seeing how children respond to different ideas lets the producers know if their material is appealing and has the desired impact.

Presenter

A memerizing storyteller, inspired to engage and inform audiences through words and pictures. 

DT Philly Showcase: Don’t mess with Texas Badge

Hooray! You’ve made it to the final stage of DT Philly, which means it’s time to share the story of your design project. Explaining a problem in a clear and interesting way can be a challenge. Texas faced just such a challenge in the 1980s, when litter was piling up along the state highways. Texans are known for having a lot of pride in their state and a certain swagger in their step. Thinking about their audience, the state designed an anti-littering campaign called Don’t mess with Texas which reduced littering dramatically in its first four years. The campaign has continued for more than 30 years and is known across the country--how fitting for a state with a big personality!

Puzzle Progress 10 of 12