DESIGN THINKING LESSON 1: INTRODUCTION
Welcome, Quest Creators!
In order to become truly great creators, you’re going to learn to think like game designers…
What do you think of when you hear the word design?
How do you think video game designers begin the process of designing a new game?
Today we’re going to learn about Design Thinking, which is an approach to both problem-solving and creative design that involves these five main steps.
Empathize -> Define -> Ideate
-> Prototype -> Test
You can use design thinking to help make your Side Quest stories and challenges meaningful and fun for your audience, or end user.
By the way, the term “end user” can be used interchangeably with the words audience, player or reader; it refers to whoever will interact with the final product. For your Side Quest stories, your end users are anyone who visits the Showcase.
In the “Empathize” phase of Design Thinking, you will identify your end user and conduct interviews to understand any challenges or needs they may have.
Can anyone share a definition of the word empathy?
Here’s your empathy “interview” for today’s design challenge…
“My name is Olivia and I’m twelve years old. My team has put me in charge of keeping track of our food and making sure we always have enough to eat and enough to pay our taxes. I thrive on responsibility - one day I’m going to run for President - so I’m more than happy to be in charge. But here’s the thing: sometimes our food gets stolen and sometimes we give it away and sometimes I underestimate how much we’re going to have to pay in taxes - all of which can leave us without enough food to eat at the end of the week. I just wish there was a simple way for me to keep track of everything so I can plan properly and guarantee that we’ll always have enough food to eat. Because if we don’t have enough food, then the team gets hangry. And no one wants to deal with hangry teammates when you’re trying to collaborate and survive.”
Turn to “Design Thinking - Problem Solving” in your Creator Notebooks.
It’s time to work in your teams to develop a solution to Olivia’s problem…
But first…
What exactly is Olivia’s problem???
Define it in your problem statement!
When you get to the third phase - ideate - take some time to brainstorm solutions to Olivia’s problem on a separate piece of paper.
Does she need a gadget? A spreadsheet? An AI robot? A safe storage unit? The possibilities are endless!
Finally, it’s time to draw your prototype, or an example of what you think Olivia’s solution could look like!
Who’s ready to share your team’s prototype to win a house point?!
OK Creators, you have an important mission before the next lesson…
Conduct an empathy interview with a friend, family member, teacher, or anyone else you know.
Use the questions on your “Empathy Interviews - Entertainment” page.
DESIGN THINKING LESSON 2: EMPATHIZE, DEFINE & IDEATE
Who remembers the five stages of Design Thinking?
Why do we use Design Thinking when creating games or stories?
Any ideas?
Design Thinking can help us create stories and games that our end user or audience can connect with and enjoy.
This approach will help you as you begin crafting the elements of your Side Quests in the next few units.
Today you’ll be working in your teams using your Empathy Interview answers to identify a problem or need among your audience.
Compare your interviews and see if you notice any common themes emerging.
Once you’ve analyzed your interview answers, it’s time to write your problem statement.
Here are some examples of problem statements for specific demographics:
Who’s ready to brainstorm some solutions?!
Turn to “Design Thinking - Entertainment” in your Creator Notebooks!
DESIGN THINKING LESSON 3: PROTOTYPE & TEST
Who’s ready to present your team’s proposed solution for the rest of the class?
Today you’ll be working in your teams to create your prototypes.
But first, who can share a definition of the word prototype?
Obviously, I know. I just want to see if you know.
Here are some examples of prototypes you can create today:
It’s time to get creative!
Now that you’ve finished your prototypes, it’s time for the final phase…TEST!
In the test phase, you’ll exchange your prototypes and planning with another team and they’ll give you feedback.
Tips for giving feedback:
You all are humans, right?!
Reflection