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Design Sprints

by Judy, Jody, & Joan

Pages 2 and 3 of 16

Design Sprints
Using Design Thinking to Spark Curiosity and Engage Collaboration
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Design Thinking
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Design Sprint
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Design thinking is a human-centered process for creative problem-solving. Because it is a solution-focused approach, not problem-focused, design thinking begins with empathy to understand what people need, not just what they want.
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A design sprint, as we are using it, is a short activity that actively engages students in each phase of the design process. A design sprint may take one class period or several. The idea is not to get to a final sellable product, but rather to engage in each stage, creating possible prototyping with time to test and revise/reflect.
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Florida Hospital Innovation Lab
Stages of Design Thinking
Student Design Thinking Journal
Character Design
Challenge
Comic Panel 1
Comic Panel 3
Time: one class period (35-50 minutes)

Materials:
Cardboard
Anything in the recycling bin
Household Items
Art/Craft materials

Overview:
Students will create a gadget for a character using the design thinking framework.

Process:
Have students select a character from the Design Missions. They will then use the design considerations to create the specified gadget for their character.

Imagine the problem to solve
Design a potential solution
Build a prototype
Test the prototype
Re-Design the prototype (leading to IMPROVEMENT)
Habits of Mind
Creating, Imagining, and Innovating
#1 Take a risk! In design, it is expected that you make a mistake - that's where the best designs come from. Play, explore, try new designs and solutions. Iteration is the key to success!

#2 Be curious! Brainstorm - think of related ideas, ask lots of questions!
Gears

Overview: Students are challenged with the task to remove their ping pong ball from the paper towel tube. Each group works through the design process to ideate, prototype, design, and test inventions.

Setup: Tape one end of a paper towel tube to the table. Place a ping pong ball into the tube. Duplicate this setup for each group.

Process:
1. Students are put into groups & the challenge is presented.
Challenge: Remove the ball from the tube without your hands touching the ball or the tube. You may use any materials in the classroom (or on the maker shelves).
Parameters: You may not touch the ball or the paper tube with
your hands. If you do, you must start over.

2. Groups use blank paper to ideate and design inventions that can be used to remove the ball for the tube.
3. Groups design prototypes to test -adjusting and returning to the ideate/prototype phase as needed.
4. Teams model their creations.
5. Students (teams and individually) reflect on the process.
Comic Panel 1
Ball and Tube
Challenge
Business Idea Sticker by Complete St
Habits of Mind
Use what you know! Work as a Team!
#8 Applying past knowledge to new situations

#15 Thinking interdependently
Gears
Comic Panel 3
Time: one class period (35-50 minutes)

Materials:
• Paper towel tubes
• Ping pong balls
• Masking tape
• Student choice of classroom resources
Cantilever Challenge

Overview:
Students will use KEVA planks to build creatively.

Process:
With only one block touching the table…

Use no more than 7 planks to build a structure that hangs the farthest over the edge of the table without falling.
Comic Panel 1
Comic Panel 3
Time: 5-10 minutes

Materials:
KEVA Planks
Habits of Mind
Creating, Imagining, and Innovating
#1 Take a risk! In design, it is expected that you make a mistake - that's where the best designs come from. Play, explore, try new designs and solutions. Iteration is the key to success!
Gears
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