Design Minded
Design Minded
Innovation • Education • Facilitation • Consultation
 
 

Welcome to the Design Thinking Workshop designed to support faculty in their efforts to increase job readiness of college graduates in Lebanon.

This interactive, beginner-level workshop explores Design Thinking as a practice for addressing human problems through the development of products and services. Over the first three 3-hour sessions, participants will work in teams progressing rapidly through the phases of Design Thinking - Planning, Empathy, Reframing, Ideation, and Prototyping, learning some of the basic methods and activities as applied to an important challenge in higher education and learning how the practice is taught and facilitated. The fourth session will be devoted to reflection and brainstorming around ways in which Design Thinking can be applied across higher education institutions to increase job readiness through the development of problem-solving, skills.

This workshop was made possible through the generous support of our sponsors:

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Instructor / Facilitator

 
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Ken Baldauf

Florida State University, Director, Innovation Hub, CEO, Design Minded LLC, ken@innovation.fsu.edu

Ken Baldauf is the Founding Director of Florida State University’s Innovation Hub, where students from all disciplines work together, utilizing Design Thinking with emerging technologies, to confront the demanding and complex problems of our day. After over 25 years as an FSU faculty member with a background in music and computer science, Ken has pivoted from machine to human, now fostering curiosity, creativity, compassion, and innovation across the disciplines. Through his Innovation by Design class, and through a wide variety of workshops, design sprints, and boot camps, Ken and his team teach and facilitate Design Thinking sessions that win hundreds of new enthusiasts each year. Ken has authored several textbooks, collaborated with Cengage Learning Publishing to create an online learning framework, has presented at educational conferences around the world, and consults with businesses and organizations in order to increase their creative and innovative potential.

 
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Goals

Design Thinking has been embraced by many businesses and organizations as a key method of innovative product development that provides a competitive advantage. Students that graduate with Design Thinking experience are highly valued by employers. The goal of this workshop is to provide faculty with the tools to develop and deliver a Design Thinking curriculum by:

  • acquainting all faculty participants with the Design Thinking process and tools for innovation so they can share them with students,

  • teaching Design Thinking facilitation practices that will assist faculty in the delivery of the process in the classroom, and in co-curricular activities,

  • building a community around Design Thinking across universities in Lebanon, and

  • exploring ways Design Thinking can be taught and implemented in the university environment to drive empathy and collaborative problem-solving.

 

Prep & Pre-work

 

Participant Prep

Design Thinking is collaborative, empathetic work that is best learned by active doing rather than passive listening. Here are some ground rules to set expectations and insure a successful workshop!

  • You will be working in with a team through a sequence of exercises to develop solutions. We ask that participants are fully engaged for the entire duration of the workshop - from beginning to end, to support your team.

  • Dress as CASUAL as is reasonable within your work environment. We want everyone to be relaxed and comfortable to maximize creativity.

  • Refueling is useful during long sessions. Have some water and healthy snacks handy and don’t feel self-conscious about eating during the session.

  • Participate with an open mind ready to empathize with other’s perspectives.

  • Electronic devices are welcome as tools for research related to the design work you will be engaged in. Breaks are provided for checking email and texts.

Pre-work

Tech Prep Pre-Meeting

Wednesday, Oct 27 from 3:00 - 4:00

Come meet the hosts, facilitators, and participants and learn required tech tools (RingCentral, WhatsApp and Miro) so you can start the workshop confident and enthusiastic!

Tentative Agenda:

 
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Tentative Agenda

Demo Miro Board

Orientation and Tech Prep

Wednesday, Oct 27 from 3:00 - 4:00

Each of the linked activities are described at the bottom of this page, the links scroll down to the referenced activity.
All activities are carried out by small groups using interactive virtual Whiteboards.
See www.innovation.fsu.edu/design for the full course curriculum.

 

Session 1, Nov 3: Planning & Empathy

Session 1 Recording

  • 03:00 Welcome, Introductions, Overview

  • 03:15 Intro to Design Thinking

  • 03:30 Design Challenge Reveal and Discussion

    • What is the overall rate of unemployment in Lebanon?

    • How is the state of your local economy?

    • What is the employment rate of your graduates?

    • How does your institution connect students with businesses?

    • Are businesses involved in the education of your students? How?

    • Are your students “career ready” when they graduate?

  • 03:45 Group Assignments

PLANNING

Session 2, Nov 10: Empathy Cont’d, Reframing & Ideation

Session 2 Recording

  • 03:00 Welcome Back

  • 03:05 Ethnographic Research: Observation, Desk Research, Focus Groups, Surveys, Interviews

  • 03:30 One-on-One Interviews - make note of key insights!

    • What is the employment rate of your department’s graduates?

    • How does your department connect students with businesses?

    • Are businesses involved in the education of your students? How?

    • Are your students “career ready” when they graduate?

    • What actions have you taken to assist students with preparing for future careers?

  • 04:00 Sense Making Affinity Map

  • 04:40 15-minute break

  • 04:55 Key Insights

REFRAMING

IDEATION

 

 

Session 3, Nov 17: Ideation Cont’d & Prototyping

Session 3 Recording

IDEATION (CONT”D)

PROTOTYPING

  • 04:30 15-minute break

  • 04:45 Prototyping Overview

  • 05:15 StoryBoarding

  • 05:45 Reflection, Closing Remarks

  • 06:00 Conclude

Session 4, Nov 24: Design Thinking in Higher Ed

  • 03:00 Welcome Back - Process Reflection

PRESENTATIONS

  • 03:10 Team Breakouts - Solution Sharing Prep

    • Prepare for 5-minute sharing

      • Reframed HMW

      • Top Insights

      • Top Solutions

  • 03:20 Solution Sharing

REFLECTION

  • 03:45 Institutional Breakout

    • What was your favorite solution?

    • What ideas might your institution implement to improve student success in the job market?

APPLICATION

  • 04:00 Case Study: FSU Innovation Hub

  • 04:40 Break

  • 04:55 Case Study: Ursula El Hage, Competencies and Entrepreneurship Center EC², USJ

  • 5:20 Institutional Breakout

    • How might you and your institution incorporate Design Thinking into your work and your campus culture?

  • 05:50 Action Items & Next Steps

  • 06:00 Conclude

 

 

WORKSHOP MATERIAL

The below material will be taught over the four days of the workshop.

Feel free to peek ahead, but do not concern yourself with trying to read or absorb it prior to working through it in our sessions.

Teams


*indicates facilitator

Team 1

Team 1 Miro Board

Team members:

  • Fouad

  • Fady

  • Rasha

  • Hiba Y.

  • Josephine

Team 2

Team 2 Miro Board

Team members:

  • Lea

  • Ali

  • Riad

  • Rouba

  • Brigitta

  • Nour S.

Team 3

Team members:

Team 4

Team 4 Miro Board

Team members:

  • Elyse

  • Rony

  • Maggie

  • Lara

  • Sandra

Team 5

Team 5 Miro Board

Team members:

  • Stephanie

  • Garabed

  • Violla

  • Shereen

  • Rouba

  • Hiba O.

  • Ahmad

  • Nour W.

  • Rayane

  • Safie

Team 6

Team 6 Miro Board

Team members:

  • Rita

  • Ibrahim

  • Karla

  • Elie

  • Razmig

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Essentials

 

Presentation: Intro to Design Thinking

 

 Design Challenge

How might we increase and improve strategic partnerships with businesses and organizations to the benefit of students, universities, and the community?

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Planning Tools

STAKEHOLDER MAP

Before the Design Thinking process begins, it is important to consider those impacted by the design challenge - the stakeholders. Who is directly impacted, and who is impacted by association with those directly impacted?

Use your Stakeholder Map on your whiteboard to identify stakeholders impacted by the Design Challenge - those most impacted at the center of the target. All group members should work independently to add sticky notes with stakeholder names written on them to the target diagram. When finished, work together to discuss your sticky notes, position them appropriately, and remove duplicates. The value of this exercise is in the discussion it generates. Write key questions, discussion points, and insights that arise on sticky notes and post on the side of or below the target diagram.

CONTEXT MAP

After considering stakeholders, it is important to consider the context in which the Design Challenge exists - the trends and environmental factors that impact the challenge.

Utilizing the Context Map on your whiteboard, place your Design Challenge title at the center. Work independently to consider trends and environmental factors that impact your Design Challenge. Write one per sticky note and place in the related area of the Context Map. When finished, work together to discuss your sticky notes, position each sticky note appropriately, and remove duplicates. Again, the value of this exercise is in the discussion it generates. Write key questions, discussion points, and insights that arise on sticky notes and post on the side of or below the target diagram.

Other Tools for Planning

Other tools that are useful in this phase of Design Thinking include:

  • Success Factors Mind Map

  • Assigning Team Member Responsibilities

Check out the full course at www.innovation.fsu.edu/design.

 
 

Empathy Tools

Empathy Maps

Empathy Maps are designed to assist you in fully understanding the motivations, concerns, and characteristics of your stakeholder/customer/user. In order to gain full empathy for a problem, these tools can be applied to all stakeholders. However, in the interest of time you will apply them to your Primary Stakeholder only.

  • View the Empathy Map on your whiteboard - you will use this to create an imaginary person that reflects the needs of your primary stakeholders.

  • Find a photo online that ideally represents what your primary stakeholder might look like.

  • Copy and paste the photo at the center of your Empathy Map.

  • Give your person a Name, and Description (ie. Bob Foreman, a Freshman IT major)

  • As a group, use sticky notes to fill in information about your persona including

    • what he/she thinks and feels regarding the design challenge

    • what he/she hears from others about the design challenge

    • what he/she sees and witnesses in his/her environment regarding the design challenge

    • what he/she says to others regarding the design challenge

    • what are his/her pains, fears, and concerns regarding the design challenge

    • what are his/her gains, goals, needs

  • Consider this person you’ve created whenever you are seeking to empathize with the stakeholder regarding insights and ideas you may have.

RESEARCH SENSE-MAKING AFFINITY MAP

Once you've gathered research data through your interviews, research, and empathy map, it's time to make sense of it all. Use Research Sense Making to collect and examine your many pieces of qualitative data and to gain a common understanding about the reality of the customer.

  • View the Sense-making Affinity Map on your whiteboard.

  • Each team member claim a work area -use one color for all your sticky notes so it’s easy to trace your work when sticky notes are shared.

  • Working independently, catalog all of your insights and findings on sticky notes in your workspace, using short phrases (3 - 6 words).

  • REMEMBER, you are noting insights about the problem, not jumping to solutions.

  • As a group, share your notes with your team by dragging them into the share space, discussing each sticky note and working to create an Affinity Map. Group and arrange the notes based on their relation to each other.

    • Post all sticky notes on the whiteboard making them visible to the entire group.

    • Examine all the sticky notes, asking questions, and explaining your insights.

    • Rearrange the sticky notes into groups, putting notes that seem to be related together.

    • Discuss your groupings and come to consensus - the value in all of these exercise is the conversation that is generated!

    • Label the groups with large sticky notes.

  • Add artifacts like photos, sketches or diagrams to the Affinity Map if available

  • Identify patterns and insights and post in a separate space.

The insights and patterns you identify in this final process should inform your problem framing, ideation and the remaining Design Thinking stages.

 Select Key Insights

Team members should work independently to identify key insights from within all the insights on your Affinity Map - new knowledge that may hold a key to a solution. Drag Key Insights over to the Top Five frame on your whiteboard.

As a group decide on which are your top five key insights and place them in the list. Please a star in front of the insight that you think is most interesting.

Other Tools for Empathy

Other tools that are useful in this phase of Design Thinking include:

  • Research Plan

  • Ethnographic Tools: Interviews, Observation, Focus Groups, Desk Research, Surveys

  • Personas

  • Journey Maps

Check out the full course at www.innovation.fsu.edu/design.

 
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Reframing

Based on your empathy research and the new insights you have gained, rewrite the original HMW to specifically address areas where you feel you can have an impact.

Have each team member work independently to develop a reframed HMW, share them with the group, and determine which your group wishes to use.

Original HMW: How might we increase and improve strategic partnerships with businesses and organizations to the benefit of students, universities, and the community?

Reframed HMW: How might we…


 
 

Ideation Tools

 Mental Agility Warmup: Solutions A-Z

Come up with possible solutions to your design challenge utilizing every letter of the alphabet. For example, if you were working on Amazon’s shipping challenge, you might come up with [A]utomated robotic delivery, [B]ulk buying discounts, [C]ustomer pickup locations, [D]rones, etc. As a team, fill out at least one sticky note for each letter within five minutes.

Place stars by the ideas that are most interesting and appealing.


The Brainstorming Mindset

  • Go for quantity. Ideation is about generating as many ideas as possible, pushing your creativity, and building off one another's ideas. Crazy is encouraged!

  • Don't Judge. Tap into everyone's creativity by being supportive. What seems unfeasible to you might be part of a great, disruptive concept. Don't shut people down. Instead respond with “yes! and…”

  • Your sticky note is your voice. Write ideas down with just a few words. Use sticky notes to record your ideas, even if someone else is talking, capture it, and share it!

  • Be Respectful. Ideation is energizing, and people can get excited. Make room for everyone, encourage introverts to share. Listen attentively and affirm understanding.

First Burst Affinity Map

GET IDEAS OUT OF YOUR HEAD AND INTO THE WORLD!

In this exercise you will use an affinity map as you did in Sense-Making, but here you will use it to share your ideas for solutions rather than your insights.

  • View the First Burst Affinity Map on your whiteboard.

  • Each team member claim a work area -use one color for all your sticky notes so it’s easy to trace your work when sticky notes are shared.

  • Silently, independently, brainstorm, noting all your ideas for SOLUTIONS to your HMW - serious, crazy, and everything in between, on sticky notes in your private work space on the whiteboard.

  • When you’ve accumulated a significant amount of sticky notes (ideas) share them with the group by dragging them into the Share Space on the Affinity Map.

  • Group and cluster your ideas as they start to build up on the whiteboard. Label the groupings.

  • Place stars by the ideas that are most interesting and appealing.

Think Wrong Affinity Map

  • Continue using the First Burst Affinity Map for this exercise.

  • Generate three random words using https://randomwordgenerator.com/

  • At the top of your Affinity Map, note the words you randomly generated using sticky Notes.

  • Brainstorm independently and then as a group on ways in which your random words - all together, individually, or in pairs, can be applied to inspire a new solution to your Design Challenge. Experiment with changing the order of the words to see if that sparks any new ideas.

  • Place stars by the ideas that are most interesting and appealing.

  • Example:

    • Design Challenge: Student Recruitment

    • Random Words: pump, majority, vexed

    • Word Associations:

      • pump up recruitment of minority students

      • Discover what vexes prospective students and solve the problem for them

      • Pumps transfer water or air from one place to another, consider building a pipeline from specific high schools or community colleges to your university

      • Survey incoming students to discover why the majority selected your institution

Brand Hack

Your team has been taken over by a prestigious company., develop ideas that fit under your new brand. For example, if you were taken over by Ikea, you might consider ways to flat pack your solution. Disney might provide a solution that was a themed experience, AirBnB might empower the public to provide services needed in order to make some extra cash. The brand logo for your group can be viewed in the Brand Hijack Affinity Map on your whiteboard.

In this case you can skip the independent brainstorming and go right to group collaboration. Feel free to do research online about the brand’s vision, mission, and values.

Place stars by the ideas that are most interesting and appealing.

Idea Filtering

It’s time to start filtering and selecting which ideas to move forward. In this activity, you begin to combine and narrow your ideas to converge on a solution.

Decide on the very best ideas that were generated through all of the methods above (look for the stars) and pull those sticky notes into the semi-finalist area on your whiteboard for consideration.

  • Each team member fill out an Idea Card for your favorite solution. There should be at least three unique favs.

  • Formulate unique descriptive names for each idea.

  • Draw a priority map on the whiteboard (real or virtual), and as a group, plot each idea card on the priority map (with tape if needed). Discuss each card as it is plotted.

  • The cards that are closest to the top right corner of the priority map should naturally present themselves as the best ideas. However, if the group is unable to agree on the best idea, utilize the Group Voting box on the idea card to vote for each idea. Each team member should place a hash mark below the emoji that best represents their feelings on each idea. Dot voting might also be considered as a voting mechanism. The ideas with the most smile hash-marks should be seriously considered for moving forward even if it is not the highest on the graph.

  • This stage concludes with your team selecting the best idea to move forward into prototyping.

Other Tools for Ideation

Other tools that are useful in this phase of Design Thinking include:

  • Gallery Stroll

  • Brain Writing

Check out the full course at www.innovation.fsu.edu/design.

 
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Prototyping Tools

Storyboarding

A storyboard is a simple and powerful tool for modeling a persona's experience and selling a solution. Like a comic strip, a storyboard lays out an experience frame-by-frame depicting key moments in the persona's experience capturing details in both pictures and text. Storyboards are ideal for illustrating the implementation of any kind of solution, but are especially useful for solutions that are services such as improving the drive-up dining experience. Storyboarding is a tool that can be useful in any stage of the Design Thinking process. Check out the accompanying illustration, then try out this exercise to create your own storyboard.

Independently, each group member should…

  • Select an aspect of the persona's experience that you wish to model in order to illustrate your problem, and the manner in which your solution addresses it (see example image). Keep in mind all stakeholders and moments that are critical to communicating the envisioned future state.

  • Use around 8 sticky notes, or frames drawn on paper, to illustrate the different scenes of the storyboard.

  • Before drawing any pictures, decide what action will take place in each box and note it below the box (this will allow you to adjust the action without having to erase drawings).

  • Use stick figures or star people (see image) to illustrate the stakeholder action in key moments of the experience.

  • Use dialogue bubbles capture the interactions of the different people and objects your protagonist encounters. Be sure to capture emotions in the features.

  • Iterate until you are happy with the overall story.

  • Take a photo of your storyboard to share with your group on your whiteboard.

Gather with your group…

  • Have each group member share their storyboard with the group, talking through each frame.

  • After all have shared, discuss which features of each of the storyboards you liked best.

  • Build one final group storyboard incorporating the best features from all storyboards.

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Testing

Prototyping and testing are cyclic events. Testing should occur at every stage of prototyping and guide design challenges in the next iteration.

One simple and quick method of testing is Flash Feedback. In Flash Feedback, groups perform demonstrations for each other.

  • Each group should send a couple reviewers to another group to hear their pitch, retaining two group members at the group's home base to pitch your solution.

  • Pitches should last 3 - 4 minutes and should be uninterrupted.

  • Feedback should last the same amount of time, again they should remain uninterrupted unless questions are asked.

  • Resist the temptation to defend your ideas, instead listen closely with one team member taking notes.

  • If time allows, reviewers can move on to another group to hear their pitch. The more feedback collected the better.

  • When finished, discuss the feedback you received with your entire group.

Other Tools for Prototyping

Other tools that are useful in this phase of Design Thinking include:

  • Paper Prototyping

  • Digital Prototyping

  • 3D Modeling

  • Acting it out

Check out the full course at www.innovation.fsu.edu/design.

 

Additional Resources

 

Please see Ken’s full Design Thinking Website for additional resources.

 
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