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<p style="font-size:20px">List of resources:</p>
- Warm ups
- [The Marshmellow Challenge](https://www.youtube.com/watch?v=BLWqjWXkTjQ)
- The crumpled paper exercise when introducing point of view.
- [Process](https://uxdesign.cc/warm-ups-in-design-thinking-more-than-just-a-game-7f755fcc8497)
- Intros
- [Intro VIDEO](http://www.designkit.org/human-centered-design)
- [The intro](https://www.plusacumen.org/sites/default/files/HCD_Workshop_Presentation_1.1%20-%20Copy%20%2830736897%29.pdf?_ga=2.197622060.2058471542.1535547497-873302345.1535547497)
- http://hcd.plusacumen.org
- [Intro 01](https://docs.google.com/presentation/d/1g-RUykVSvjOH1YhmSZAioXKf64pBXVdUbamm7T201dc/edit?ts=5b3dd097#slide=id.g35f391192_00)
- [Intro 02](https://docs.google.com/presentation/d/1pKg_7f-SShB5Tjbiwh1-oCrHAI4oRPasF3iM6QMvv4Y/edit#slide=id.p15)
- [SlideShare](https://www.slideshare.net/ucyc4e/ideo-design-thinking-workshop-2016)
- [Circles Challenge](https://medium.com/constraint-drives-creativity/10-creativity-challenges-to-exercise-your-creative-confidence-ff6f19ba4241)
- [Point of view exercise](https://github.com/foundersandcoders/master-reference/blob/master/coursebook/weeks-10-12/design-sprint/mentor-notes/design-thinking-talk.md)
- [Bad designs VS Good designs](https://www.interaction-design.org/literature/article/bad-design-vs-good-design-5-examples-we-can-learn-frombad-design-vs-good-design-5-examples-we-can-learn-from-130706)
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# Design week | 2nd iteration | Designing for ACTION not REACTION
OBSERVE . REFLECT . MAKE ; ‘TOGETHER’ -IBM
### Design week:
Service-oriented apps
Theme: Coding By Design
Real solutions to real-world problems
Design, prototype, iterate, create.
Ref:
- https://www.edutopia.org/blog/coding-by-design-first-approach-douglas-kiang
- https://www.justinmind.com/blog/were-prototyping-all-the-time-design-thinking-qa-with-ibms-doug-powell/
- https://www.ibm.com/design/thinking/
- https://medium.com/design-ibm/design-thinking-not-just-for-designers-87cda32b0799
- https://www.justinmind.com/blog/thinking-design-in-the-development-process/
http://www.uxforgood.org
## Intro
Solving real problems for real people. We start with a design thinking approach to creating an app, then proceed to a prototype, multiple iterations based on real feedback, and finally a top-down approach to solving the coding problems and puzzles inherent in app development.
«…it is about starting with a good understanding of people and the needs that the design is intended to meet»
## Good problem framing
### What is a problem?
a problem is an unmet need that, if met, can satisfy the user’s purpose.
### Every Good Problem Framing Phase, No Matter How Simple, Should:
* Avoid proposing solutions. It’s easy to think in the tangible terms of features and functionality, but these will only distract from first understanding the fundamental problem.
* Ask why. It’s a simple question to help find insights under the surface. But as Fast Company contributor Tina Seelig writes, asking “why” lets you see a situation from a different angle.
* Reflect. Make time to step back and look for connections and patterns. This is where insights lie that can set a product apart from competitors.
* Keep it universal. Avoid using jargon or any unnecessary complexities. The problem should be simple for anyone to understand, and ideally, to retell. Equipping team members to easily talk about what you are trying to achieve will build confidence and passion within the project.
### Why Frame a problem?
https://www.toptal.com/designers/product-design/design-problem-statement
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**Example a problem statement**
a design problem statement may be, “New mums need a way to feel connected to a support group because they spend a large amount of time alone with their babies and end up feeling isolated and lonely.” These mums have a deep-rooted desire to know they’re not alone, and a new product might help them accomplish the purpose of feeling connected.
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### How Can a Problem Be Framed?
Even though the benefits of framing a problem are significant, it’s often a skipped step. It’s not uncommon to receive a thoroughly constructed design brief that includes everything from visual direction and functional requirements. And sometimes that’s all you need when you join the team.
But if you’re at the beginning of a project and the visual and functional decisions are already being made, it’s worth taking a step back to define the problem the product is solving. Sometimes there is plenty of time to do this, other times there’s resistance and limited resources. Regardless of where you find yourself, there are methods that can help bring a level of clarity to everyone involved.
>“If I had an hour to solve a problem, I’d spend 55 minutes thinking about the problem and 5 minutes thinking about solutions.” – Albert Einstein
### The Four Ws: Questions to Answer
Ideally, this is a method that gathers key stakeholders around a pile of Post-its and a large wall. By asking four simple questions, everyone can put their own thoughts up and together synthesize the content to find focus and clarity.
* Who is affected? Who is experiencing the problem? Can this user be further specified (by demographic, persona, motivation, reason for being in the situation)?
* What is the problem? What are the struggles? What task needs to be accomplished? What pain point needs to be relieved?
* Where does it happen? What is the context in which the user experiences the problem? Is it in a physical or digital space? Who else is involved?
* Why does it matter? Why is this problem worth solving? What value does it bring to the user? What value does it bring to the business?
### The Final Problem Statement
This is a simple but really effective way to bring focus to the insights you’ve uncovered and the ultimate problem you can frame. The design problem statement structure template is like a page from MadLibs, a sentence with blank spaces to fill with your insights. It creates a concise statement rooted in your team’s collective thinking. It’s important to keep the statement specific enough so there is a shared vision for the product, but broad enough to allow for creativity and new insights.
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### Here are a few design problem statement example formats:
* From the point of view of the user: “I am (persona) trying to (verb) but (barrier) because (cause) which makes me feel (emotional reaction).”
* e.g., “I am a new mum trying to take care of my baby in the best way possible, but I don’t know if I’m doing a good job because I’m always at home alone and don’t have anyone to talk to about it, which makes me feel isolated and alone.”
* Drawn from user research: “(Persona) needs a way to (user’s need) because (insight).”
* e.g., “New mums need a way to connect with other mums because they are often at home alone during the day and feel isolated and alone.”
* Using the 4 Ws: “Our (who) has the problem that (what) when (where). Our solution should deliver (why).”
* e.g., “Our new mum has the problem that she has no one to talk to about the best way to care for her baby when she is at home alone every day. Our solution should deliver a way for her to feel connected to other mums so she feels less isolated and alone.”
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## —Exercise—
Before starting the exercise; introduce the motorcycle example
“Coding is traditionally taught backward, starting with the smallest line of code: "hello, world!" Many students give up before they ever learn more complex things like graphics and interactions. This is like teaching someone to build a motorcycle by starting with the tiniest gear. The part is completely disconnected from the whole. Few would even get to the point of building one component of the motorcycle, let alone the whole machine. If you want to interest someone in the hard work of building a motorcycle, you should probably take them out and let them fall in love with the experience of riding a motorcycle. Then you can work your way down through the major components.
For exactly the same reason, we start teaching programming by talking about designing apps. Most people are already very familiar with apps, having used them on a smartphone or tablet. We challenge kids to "design an app that does something useful." This is a nice group activity for the design thinking approach: identify a problem and work through it systematically.”
## Redesign the morning routine experience
Prior to prototyping, you should have a goal in mind and you should have gained knowledge through other research methodologies.
## ——Projects——
For the students project -
Give an overall definition of 2 problems (split the teams in to 2 groups and let them compete)
Problem 1: The Course Facilitator experience
Problem 2: Lack of one online slick resource for Code Academy students bios and projects [Show don’t Tell]
Problem 3: Lack of preparedness and readiness to become mentors [Refer to: https://medium.com/design-ibm/design-thinking-not-just-for-designers-87cda32b0799]
Another resource: https://hackmd.io/EPzQVrVbQz6qF7gvOSvExQ
> "H.M.W create a better experience for student-developers in bootcamp so that they are better prepared for mentoring the new cohorts."
Process:
- Brainstorm with the students (Problems)
- Choose 2
- Implement an empathy session + research