Design Thinking can transform the way organizations develop products, services, processes, and strategy. In this slideshare, I'll show the most important takeaways from an IDEO Design Thinking workshop.
Lecture capture: lessons and future directionsClive Young
This document summarizes lecture capture use at University College London (UCL) over 7 years, identifies pedagogical considerations and opportunities, and discusses future directions. Key points include: lecture capture is now mainstream at UCL with over 2000 recordings per term; while originally meant to address student demand, it also drives traffic to the online learning platform and builds media capacity; however, the "lecture capture" label fails to capture its disruptive potential, and focusing on pedagogy and active learning is important for quality and sustainability. The future includes more tools and training for student input and integration of lecture capture into courses.
Project closure involves releasing final deliverables to customers, handing over documentation, terminating supplier contracts, releasing resources, and communicating closure. It also includes a post-implementation review to identify success and lessons learned. Key aspects of closure are completing deliverables and transferring responsibility, cleaning the IT environment, knowledge transfer to support teams, and formally closing the project by releasing resources and a final report. A checklist ensures all tasks are completed like verifying requirements were met, capturing lessons learned, resolving financial obligations, and holding a formal closure meeting.
China has used media diplomacy in the Senkaku/Diaoyu Islands issue to shape public opinion and support its claims. The document examines China's media diplomacy between 2012-2013, when coverage of the issue intensified. It finds that China used state-run media like CCTV and Xinhua to promote its position domestically and abroad, strengthen historical narratives of its claims, and mobilize Chinese public support during anti-Japanese protests while maintaining hopes for negotiations. The study aims to analyze how media diplomacy affected public opinion and potentially political decisions regarding the disputed islands.
The document provides seven tips for effective brainstorming and six ways to undermine brainstorming sessions. The seven tips are to sharpen the focus, establish playful rules, number ideas, build on others' ideas, make use of the space, stretch mental muscles, and get physical. The six brainstorming killers are allowing the boss to speak first, giving everyone a turn, limiting participation to experts, holding sessions off-site, prohibiting silly ideas, and requiring everything to be written down.
AgileUX, Lean Start Up, Design Thinking and how it all aligns - dave landisDave Landis
The document summarizes Dave Landis' talk on aligning Lean UX, Design Thinking, Agile, and Lean Startup to create customer-focused products. It shows how each approach contributes at different stages: Design Thinking discovers customer needs through research; Agile discovers solutions in an exploratory way; Lean Startup discovers problems through validating hypotheses; and Lean finds efficiencies. The slides provide examples of how these approaches fit together in a process.
A brief overview of "Design Thinking" as practiced at Stanford's d school, compared to the "Lean Startup" model from the book of the same name by Eric Reis.
Through this experience you will take away some of the basic principles of Design Thinking and Lean Startup giving you the tools to start to adapt them into your personal and professional routines.
Design Thinking & Agile Innovation Workshop combining elements from Design Thinking, Customer Development, Christensen's Jobs to be Done, Osterwalder's Value Proposition Canvas, Javelin Experiment Board, Lean Startup and Paper Prototyping.
Lecture capture: lessons and future directionsClive Young
This document summarizes lecture capture use at University College London (UCL) over 7 years, identifies pedagogical considerations and opportunities, and discusses future directions. Key points include: lecture capture is now mainstream at UCL with over 2000 recordings per term; while originally meant to address student demand, it also drives traffic to the online learning platform and builds media capacity; however, the "lecture capture" label fails to capture its disruptive potential, and focusing on pedagogy and active learning is important for quality and sustainability. The future includes more tools and training for student input and integration of lecture capture into courses.
Project closure involves releasing final deliverables to customers, handing over documentation, terminating supplier contracts, releasing resources, and communicating closure. It also includes a post-implementation review to identify success and lessons learned. Key aspects of closure are completing deliverables and transferring responsibility, cleaning the IT environment, knowledge transfer to support teams, and formally closing the project by releasing resources and a final report. A checklist ensures all tasks are completed like verifying requirements were met, capturing lessons learned, resolving financial obligations, and holding a formal closure meeting.
China has used media diplomacy in the Senkaku/Diaoyu Islands issue to shape public opinion and support its claims. The document examines China's media diplomacy between 2012-2013, when coverage of the issue intensified. It finds that China used state-run media like CCTV and Xinhua to promote its position domestically and abroad, strengthen historical narratives of its claims, and mobilize Chinese public support during anti-Japanese protests while maintaining hopes for negotiations. The study aims to analyze how media diplomacy affected public opinion and potentially political decisions regarding the disputed islands.
The document provides seven tips for effective brainstorming and six ways to undermine brainstorming sessions. The seven tips are to sharpen the focus, establish playful rules, number ideas, build on others' ideas, make use of the space, stretch mental muscles, and get physical. The six brainstorming killers are allowing the boss to speak first, giving everyone a turn, limiting participation to experts, holding sessions off-site, prohibiting silly ideas, and requiring everything to be written down.
AgileUX, Lean Start Up, Design Thinking and how it all aligns - dave landisDave Landis
The document summarizes Dave Landis' talk on aligning Lean UX, Design Thinking, Agile, and Lean Startup to create customer-focused products. It shows how each approach contributes at different stages: Design Thinking discovers customer needs through research; Agile discovers solutions in an exploratory way; Lean Startup discovers problems through validating hypotheses; and Lean finds efficiencies. The slides provide examples of how these approaches fit together in a process.
A brief overview of "Design Thinking" as practiced at Stanford's d school, compared to the "Lean Startup" model from the book of the same name by Eric Reis.
Through this experience you will take away some of the basic principles of Design Thinking and Lean Startup giving you the tools to start to adapt them into your personal and professional routines.
Design Thinking & Agile Innovation Workshop combining elements from Design Thinking, Customer Development, Christensen's Jobs to be Done, Osterwalder's Value Proposition Canvas, Javelin Experiment Board, Lean Startup and Paper Prototyping.
The document outlines the daily activities and goals for a youth technology curriculum program. It includes icebreakers, team-building exercises, an introduction to WordPress themes, and activities where youth explore themes for their blogs and collaborate on designing themes. The goals are to build leadership skills through collaboration, introduce youth to using their voice online, and teach basic WordPress theme functionality and customization.
This document outlines a lesson plan for teaching 10th grade students about the Johari Window model. It includes analyzing the class of 14 girls and 8 boys, with some having IEPs. The objective is for students to understand the four parts of the Johari Window - Open Self, Hidden Self, Blind Self, and Unknown Self - through videos, texts, podcasts and lectures, assessed via student blogs. Each day focuses on a different part, using technology like smartboards, imaging software, and social media to interact with the material.
Design thinking is a human-centered process that involves empathizing with users, defining problems from their perspective, ideating multiple solutions, prototyping ideas quickly and at low resolution, validating prototypes directly with users, and iterating the design based on feedback. The process emphasizes talking to and observing users to gain insights, immersing yourself in their experiences, reframing problems in novel ways, and rapidly testing ideas through building prototypes rather than finished products to learn early in the design cycle. The goal is to generate many ideas and get feedback to drive exponential improvement over iterations of the process.
The document describes 22 exercises that can be used at events to facilitate participation and interaction among attendees. The exercises include activities like asking icebreaker questions as participants arrive, having participants share personal stories or opinions on the event topic, partner and group discussions, and reflection activities to gather feedback on the event. Many of the exercises encourage participants to build on each other's ideas, ask questions, and work together to solve problems.
This document describes a student project that aimed to understand people's emotions in college throughout the day using an Arduino device. The student created prototypes that allowed people to indicate their emotions by selecting stickers or pressing buttons linked to LED lights. The initial paper prototype generated few responses. The final Arduino prototype allowed selection of happy and sad emotions. The student faced challenges in coding and wiring the Arduino. The project provided only limited, collective emotional data without linking responses to individuals. Future work could involve more emotions, data visualization, and comparing private vs. public emotional responses.
The module provides activities to help learners differentiate between common and proper nouns. It begins with an introductory dialogue where a family goes on a picnic. Learners are asked to identify nouns in the dialogue and classify them as common or proper. The module then defines and provides examples of common and proper nouns. Several guided and independent activities follow for learners to practice identifying and classifying nouns. The module concludes with an assessment to evaluate learners' understanding of differentiating between common and proper nouns.
A 75 min workshop on overcoming fear and building a culture of learning and psychological safety. Uses two agile games created by Dana Pylayeva: "Fear in the Workplace" and "Safety in the Workplace"
Startup Weekend - Validate Your Idea, Crash Course in User Researchingridod
This document provides guidance on conducting user research to validate a product idea. It emphasizes that qualitative user research is important to identify user behaviors, needs, and problems in order to reduce the risk of building the wrong product. It recommends understanding the problem from the user's perspective by asking "why" multiple times, conducting ethnographic research by observing users in their environment, and performing interviews without leading questions. The document also provides tips on recruiting test subjects, testing prototypes as early as possible, and tools for remote user research.
This document provides an outline for a day of activities in a youth technology curriculum. The day includes icebreakers, team building exercises, discussions on social media policies and entrepreneurship, and time for developing typing skills. Key topics covered are adding media to WordPress sites, social media professionalism, examples of young entrepreneurs, and generating ideas for addressing social issues through apps. The day culminates in having the youth give props to each other on Twitter for their app ideas.
This document provides an outline for a youth technology curriculum session focused on interviewing skills. The session includes icebreaker activities to practice open-ended questions, partner interviews to gain empathy and gather information for designing websites, creating interview questions, and practicing interviews in the community. The day concludes with a reflection activity where students give props to peers' app ideas on Twitter. The goal is for youth to start thinking about what information they need from the public to design websites that meet community needs.
Build an Attraction Model - Content Marketing Part 2The Entourage
This document discusses content marketing strategies, including:
1) The types of content that work best on different platforms, such as videos, tutorials and interviews for Facebook and YouTube, and written articles for blogs and LinkedIn.
2) Elements to include when creating content to generate leads, such as interrupting patterns, connecting with the audience, establishing authority, highlighting benefits, sharing success stories, teaching key points, and providing a clear call to action.
3) Automation tools for distributing content, including Buffer, Hootsuite and Edgar, to help build a consistent content marketing system.
Promoting a better future (Developing).ButterfliesR2
The document outlines a 6 day activity for children to create an environmental protection campaign. On day 1, children will watch videos about pollution and discuss how they can help. On day 2, children will work in pairs to design 5 good environmental habits and present them to the class. On day 3, children will learn how to use apps like Magisto, YouTube, and Twitter to create and share videos about their good habits. Over the next 3 days, children will record and edit videos, add slogans on Twitter, and upload their videos to YouTube. On days 7-8, children will present their final projects to the class and receive feedback using a rubric. The goal is for children to raise awareness of pollution issues and encourage
This document is a self-learning module from the Philippine Department of Education on helping others. It contains guidance for learners and parents on how to complete the module activities. The module aims to help learners identify knowledge and skills useful for helping their community, develop initiative to help others, and participate in community activities. It includes word searches, composition activities, and creating an informative poster on preventing COVID-19 spread. The document emphasizes that helping others improves relationships and makes both the helper and recipient feel good.
The document provides information about an English module for academic and professional purposes. It discusses copyright laws as they apply to government works and materials borrowed from other copyright holders. It also provides publication details for the module, including the development team and management involved.
Slides from March 2014 presentation recorded by QVDC available at bit.ly/mjQVDC
This 90 minute presentation offers a series of provocative case studies, local and global, to demonstrate effective application of gamification principles and practices in Education. We will discuss key concepts of fun, play, and education.
This document provides guidance and lesson plans for teaching students how to create podcasts. It outlines the podcasting process in stages, including planning instruction, learning about podcasting, planning the podcast topic and story, brainstorming sounds, practice recording and interviews. Sample lesson plans are included to teach students podcast structure and types, choose a topic, plan their story, brainstorm sounds and practice skills like recording and conducting interviews. The goal is for students to have the necessary skills and background knowledge to create their own podcast entries for a contest.
This document discusses building a culture of learning and curiosity through makerspaces. It defines key characteristics of makers as curious, playful risk-takers who engage in persistent prototyping and sharing through a community. Makerspaces support personalized learning through challenges that encourage students to build, play with, and share their creations in an iterative process. When integrated with project based learning, makerspaces can help students engage in self-directed learning through questioning and collaboration.
Reframing Academy workshop at the Dutch Design Week 2016 on Designing Behaviour. The aim of this workshop was to learn how to design the impact a product or service should have in the experience, behaviour or attitude of people. With 40 participants we worked on a fictive case about bullying for the Dutch Ministry of Education, Culture and Science.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms for those who already suffer from conditions like depression and anxiety.
The document outlines the daily activities and goals for a youth technology curriculum program. It includes icebreakers, team-building exercises, an introduction to WordPress themes, and activities where youth explore themes for their blogs and collaborate on designing themes. The goals are to build leadership skills through collaboration, introduce youth to using their voice online, and teach basic WordPress theme functionality and customization.
This document outlines a lesson plan for teaching 10th grade students about the Johari Window model. It includes analyzing the class of 14 girls and 8 boys, with some having IEPs. The objective is for students to understand the four parts of the Johari Window - Open Self, Hidden Self, Blind Self, and Unknown Self - through videos, texts, podcasts and lectures, assessed via student blogs. Each day focuses on a different part, using technology like smartboards, imaging software, and social media to interact with the material.
Design thinking is a human-centered process that involves empathizing with users, defining problems from their perspective, ideating multiple solutions, prototyping ideas quickly and at low resolution, validating prototypes directly with users, and iterating the design based on feedback. The process emphasizes talking to and observing users to gain insights, immersing yourself in their experiences, reframing problems in novel ways, and rapidly testing ideas through building prototypes rather than finished products to learn early in the design cycle. The goal is to generate many ideas and get feedback to drive exponential improvement over iterations of the process.
The document describes 22 exercises that can be used at events to facilitate participation and interaction among attendees. The exercises include activities like asking icebreaker questions as participants arrive, having participants share personal stories or opinions on the event topic, partner and group discussions, and reflection activities to gather feedback on the event. Many of the exercises encourage participants to build on each other's ideas, ask questions, and work together to solve problems.
This document describes a student project that aimed to understand people's emotions in college throughout the day using an Arduino device. The student created prototypes that allowed people to indicate their emotions by selecting stickers or pressing buttons linked to LED lights. The initial paper prototype generated few responses. The final Arduino prototype allowed selection of happy and sad emotions. The student faced challenges in coding and wiring the Arduino. The project provided only limited, collective emotional data without linking responses to individuals. Future work could involve more emotions, data visualization, and comparing private vs. public emotional responses.
The module provides activities to help learners differentiate between common and proper nouns. It begins with an introductory dialogue where a family goes on a picnic. Learners are asked to identify nouns in the dialogue and classify them as common or proper. The module then defines and provides examples of common and proper nouns. Several guided and independent activities follow for learners to practice identifying and classifying nouns. The module concludes with an assessment to evaluate learners' understanding of differentiating between common and proper nouns.
A 75 min workshop on overcoming fear and building a culture of learning and psychological safety. Uses two agile games created by Dana Pylayeva: "Fear in the Workplace" and "Safety in the Workplace"
Startup Weekend - Validate Your Idea, Crash Course in User Researchingridod
This document provides guidance on conducting user research to validate a product idea. It emphasizes that qualitative user research is important to identify user behaviors, needs, and problems in order to reduce the risk of building the wrong product. It recommends understanding the problem from the user's perspective by asking "why" multiple times, conducting ethnographic research by observing users in their environment, and performing interviews without leading questions. The document also provides tips on recruiting test subjects, testing prototypes as early as possible, and tools for remote user research.
This document provides an outline for a day of activities in a youth technology curriculum. The day includes icebreakers, team building exercises, discussions on social media policies and entrepreneurship, and time for developing typing skills. Key topics covered are adding media to WordPress sites, social media professionalism, examples of young entrepreneurs, and generating ideas for addressing social issues through apps. The day culminates in having the youth give props to each other on Twitter for their app ideas.
This document provides an outline for a youth technology curriculum session focused on interviewing skills. The session includes icebreaker activities to practice open-ended questions, partner interviews to gain empathy and gather information for designing websites, creating interview questions, and practicing interviews in the community. The day concludes with a reflection activity where students give props to peers' app ideas on Twitter. The goal is for youth to start thinking about what information they need from the public to design websites that meet community needs.
Build an Attraction Model - Content Marketing Part 2The Entourage
This document discusses content marketing strategies, including:
1) The types of content that work best on different platforms, such as videos, tutorials and interviews for Facebook and YouTube, and written articles for blogs and LinkedIn.
2) Elements to include when creating content to generate leads, such as interrupting patterns, connecting with the audience, establishing authority, highlighting benefits, sharing success stories, teaching key points, and providing a clear call to action.
3) Automation tools for distributing content, including Buffer, Hootsuite and Edgar, to help build a consistent content marketing system.
Promoting a better future (Developing).ButterfliesR2
The document outlines a 6 day activity for children to create an environmental protection campaign. On day 1, children will watch videos about pollution and discuss how they can help. On day 2, children will work in pairs to design 5 good environmental habits and present them to the class. On day 3, children will learn how to use apps like Magisto, YouTube, and Twitter to create and share videos about their good habits. Over the next 3 days, children will record and edit videos, add slogans on Twitter, and upload their videos to YouTube. On days 7-8, children will present their final projects to the class and receive feedback using a rubric. The goal is for children to raise awareness of pollution issues and encourage
This document is a self-learning module from the Philippine Department of Education on helping others. It contains guidance for learners and parents on how to complete the module activities. The module aims to help learners identify knowledge and skills useful for helping their community, develop initiative to help others, and participate in community activities. It includes word searches, composition activities, and creating an informative poster on preventing COVID-19 spread. The document emphasizes that helping others improves relationships and makes both the helper and recipient feel good.
The document provides information about an English module for academic and professional purposes. It discusses copyright laws as they apply to government works and materials borrowed from other copyright holders. It also provides publication details for the module, including the development team and management involved.
Slides from March 2014 presentation recorded by QVDC available at bit.ly/mjQVDC
This 90 minute presentation offers a series of provocative case studies, local and global, to demonstrate effective application of gamification principles and practices in Education. We will discuss key concepts of fun, play, and education.
This document provides guidance and lesson plans for teaching students how to create podcasts. It outlines the podcasting process in stages, including planning instruction, learning about podcasting, planning the podcast topic and story, brainstorming sounds, practice recording and interviews. Sample lesson plans are included to teach students podcast structure and types, choose a topic, plan their story, brainstorm sounds and practice skills like recording and conducting interviews. The goal is for students to have the necessary skills and background knowledge to create their own podcast entries for a contest.
This document discusses building a culture of learning and curiosity through makerspaces. It defines key characteristics of makers as curious, playful risk-takers who engage in persistent prototyping and sharing through a community. Makerspaces support personalized learning through challenges that encourage students to build, play with, and share their creations in an iterative process. When integrated with project based learning, makerspaces can help students engage in self-directed learning through questioning and collaboration.
Reframing Academy workshop at the Dutch Design Week 2016 on Designing Behaviour. The aim of this workshop was to learn how to design the impact a product or service should have in the experience, behaviour or attitude of people. With 40 participants we worked on a fictive case about bullying for the Dutch Ministry of Education, Culture and Science.
Similar to 10 Lessons Learned in a Design Thinking Workshop (20)
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms for those who already suffer from conditions like depression and anxiety.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms for those who already suffer from conditions like anxiety and depression.
How “El Bulli” turned dining into an experienceJ.P. Solano
Lean startup is an approach to new product development that aims to shorten product development cycles through a build-measure-learn feedback loop. It emphasizes rapid experimentation through developing minimum viable products to test core hypotheses and customer feedback, and pivoting if needed based on learnings rather than committing large sums to an unknown outcome. The goal is to reduce wasted effort on products that customers do not want and build products they love through iterative releases and customer-centric development.
The document outlines Juan Pablo Solano's portfolio of UX/UI projects. It describes three main projects: DecoPic, a mobile app to select furniture; Hacking-Bullipedia, a mobile app for chefs to browse recipes; and NextStack.io, a web app to help professionals determine their skill compatibility with companies and cities. For each project, Solano took on different roles including UX researcher, designer, product owner, and UI developer. He used methods such as user stories, field studies, paper and digital prototyping, as well as tools like Sketch, Balsamiq, HTML and CSS.
Project presented in the Human-Computer Interaction, UC San Diego Course 2012. DecoPic is App to make easy take a decision when try to buy an IKEA Furniture.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
International Upcycling Research Network advisory board meeting 4Kyungeun Sung
Slides used for the International Upcycling Research Network advisory board 4 (last one). The project is based at De Montfort University in Leicester, UK, and funded by the Arts and Humanities Research Council.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
Discovering the Best Indian Architects A Spotlight on Design Forum Internatio...Designforuminternational
India’s architectural landscape is a vibrant tapestry that weaves together the country's rich cultural heritage and its modern aspirations. From majestic historical structures to cutting-edge contemporary designs, the work of Indian architects is celebrated worldwide. Among the many firms shaping this dynamic field, Design Forum International stands out as a leader in innovative and sustainable architecture. This blog explores some of the best Indian architects, highlighting their contributions and showcasing the most famous architects in India.
9. juansolano@solanojuan
Lesson #7: Make a clear definition of
the problem and the users.
Every team have to create a
tool to help grab a pin from a
bowl without getting hurt .
The users are :
#1: A blind person. (3 groups)
#2: An user with a kitchen glove. (3 groups)
#3: A 7 year old girl. (3 groups) (my user)
10. juansolano@solanojuan
Lesson #6: Take the time to explain the rules.
First 20 min: Everybody at the group was free to create a
prototype.
User’s Beta Test: Every group had to select 3 prototypes,
show them to the user, and ask for feedback.
Last 10 min: The group made the adjustments to the
prototypes and selected one to go to the final competition
against other groups.
Then the prototypes are presented and the user chose the
winner.
17. juansolano@solanojuan
The final and most important lesson is:
The users have the final decision over our
products, it's all about how we understand
their problems and how they can connect
with the products in a personal way.
For her, it wasn’t just a product, it was Mr.
Potato who helped her to grab the pins.
You can find a more detailed version of this story in my
Medium channel: https://medium.com/@solanojuan