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|Due||Assignment||Max Points||Our Points|
||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!|
||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?|
||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?|
||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.|
||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?|
||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?|
||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!|
An intrepid explorer equiped with the skills and tools to conquer challenges large or small.
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.
A preceptive observer and thoughtful listener, adept at understanding how other people think and feel.
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!
An inquisitive investigator, driven to dig deep and sicover the hidden causes of problems.
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!
A creative and flexible thinker, brimming with imaginative ways to solve tricky problems.
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.
An inventive builder, able to transform ideas into real objects or experiences with his own two hands.
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!
An open-minded experimenter, dedicated to improving solutions through trial and feedback.
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.
A memerizing storyteller, inspired to engage and inform audiences through words and pictures.
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!