ABCDEFGHIJKLMNOPQRSTUVW
1
Menu NameOverview / Learning Objective?Apprx. TimeDesign Ability Focus?Lead-In Notes:Activity Steps:Take-Away / Debrief Notes:Materials Needed?
2
3 ThingsExperience an improv game5 minutesExperiment Rapidly, Move Between Concrete and Abstract- Model/demo this first1) Get into small groups
2) Person A starts by naming a cateory (ie, "things that are red!" or "things that fly!"
3) The person to their left (Person B) has to name 3 things that fit in that category as quickly as possible (It doesn't matter whether the things actually fit in that category or are silly... the emphasis is on speed)
4) After 3 things have been named, the group together chants "3 things! 3 things! 3 things!" while pounding their fists on an imaginary table
5) Person B starts over again by naming a new category, and the person to their left continues...
- Using constraints allows us to quickly generate ideas
- Moving quickly enough that you're making mistakes, not consiously judging your ideas... those are the conditions that make brainstorming work
- Team affirms your ideas (good, bad, right, or wrong!) -- this establishes trust
3
Ta-Da!Clap/Stomp/Snap/Ta-Da10 minutesLearn from Others, Experiment Rapidly- Model/demo this first1) Partner up.
2) Round One: Each pair counts to 3, switching off saying each number. “1,” “2,” “3,” “1,”... Go as fast as you can!
3) Round Two: Same as Round One but replace your 1’s with claps!
4) Round Three: Same as Round Two but replace your 2’s with snaps!

5) Round Four: Same as Round Three but replace your 3’s with stomps!
Rule: Anytime you mess up in your duo, you both throw your hands in the air and yell "Ta-DA!"
- How did you respond to failure? What did your body do?
- We want to teach you to embrace those failure moments, and have your teammates support you in those.
4
Strong & LightRock-Paper-Scissors War -- fun, high-energy game5 minutesCommunicate Deliberately?- Model/demo this first1) Partner up.
2) Play rock-paper-scissors.
3) Winner moves on to challenge another winner; loser becomes winner’s biggest fan and must cheer as loudly as they can in subsequent rounds.
4) Continue until you have half the group on each side for the final match!
Tip: agree on rules of rock-paper-scissors before you start!
-In design, we have "strong opinions, loosely held"... ability to get behind your teammates in an instant is really important.

-How do you communicate appreciation and support for your teammates?
5
The Hills are AliveShare a metaphor that illustrates why learning a process isn't the same thing as learning to design well.5 minutesAllIn this clip, consider how Maria teaches the Von Trapp children to sing...Play video clip of "Do Re Me" from Sound of Music

Show slides with musical decomposition of the hex process
-Maria doesn't teach them a song, she teaches them the NOTES so they can sing anything.

-If you've seen the hexagons, you've learned one song... But we're going to teach you the notes (design abilities) behind that song.
6
Trader Joe'sPractice making observations with a photo 10 minutesLearn from Others (People and Contexts)Look at this photo taken at Trader Joes. What needs do you see? (or what needs can you infer?)

Identify one person in the photo and notice what they might need to have a better shopping experience.

Write down what you noticed in one sentence.
-There are infinite needs in the world -- it will be up to YOU to figure out which ones you want to pursue. This is where ambiguity comes in. You might consider... What will make the most impact? What do I have interest in? What will I be able to prototype in the time that I have?

-Discuss the differences between needs and wants

-Discuss how needs exist along a spectrum/hierarchy (Maslow), and the value of satisfying needs at multiple levels

7
Why?Practice listening more than talking in an interview10 minutesLearn from OthersEstablish a topic (ex: what you did last summer, or how your morning was)

1) Round 1. Take turns "interviewing" each other using ONLY nodding/body language

2) Round 2. Take turns interviewing, using same as above, and now introducing "why?"
What happened when there was an awkward silence? What did you learn about your partner?

Designers need to learn to listen and observe more than talk... it's not about YOU.

When you give the gift of listening/space to someone, you might be surprised how much they open up.
8
Wait...WHO are you?Story of Your Name -- Get to know you activity5 minutesLearn from Others, Communicate Deliberately1) Partner up.
2) Each partner tells the story of how and why they got their name.
3) Pairs can share out stories with the group when time is up.
The power of stories -- always more interesting than ("I usually do....") because they are packed with emotion and often hint at values.

When doing user research, your goal will be to surface interesting stories.
9
30 Circles30 circles -- thinking outside the box10 minutesExperiment Rapidly, Move Between Concrete and Abstract1) False start: give everyone 60 seconds to illustrate/fill in as many circles as they can (ie, make a circle a smiley face or a golf ball)
2) Show of hands -- how many circles did you get?
3) Talk about assumptions and how we look for them so we can break them. One big assumption is that you need to fill each circle individually. But what if multiple circles could be used as part of one idea? (ex: wheels on a bike, body of a caterpillar... demo drawing this on a whiteboard)
4) Have them go for another 60s or 90s.
- Fluency in idea-generation (going for quantity) is an important skill in brainstorming

- Re-framing the challenge can unlock a fresh wave of ideas; this is a big part of how designers approach needfinding
11 x 17 piece of paper with 30 circles printed on it.

1 per student.
10
Doh!Show how inspiration from others leads to creative ideas.10 minutesLearn From Others1) Pair up & have them interview their partner about their favorite food or dish for 2 minutes each.
2) In 60 seconds, design/sculpt something out of Play-Doh that will help your partner enjoy that favorite dish more.
- What was this process like? Would you have ever come up with that idea on your own?

- Designers often start by looking out, not in, for inspiration...

- The power of building to think. Whose idea evolved as they were making it? How does this medium (Play-Doh) have an effect?
Jars of Play-Doh (or any other sculptable material... foil, pipe cleaners, etc.)
11
HangerSuprise SNACK! This one's just kind of a freebie...2 minutesDesigning Your Design WorkPay attention to your needs and the needs of your teammates... being well-fed/watered is important :)Mini CLIF bars
12
John VennWhat makes our approach different from others...5 minutesLearn From Others, Navigating AmbiguityDraw and talk through this illustration as you go.Innovation sits at the center of Viability (Business) / Feasibility (Technology) / Desirability (Human Need)... designers consider all 3 but we enter from the Desirability bucket first...

Why do you think businesses might sometimes ignore desirability? What are the advantages of starting here?
13
2 Truths, 1 LieLearn something personal about teaching team5 minutesjust for fun!Each teaching team member shares 2 truths and 1 lie, and the class has to vote! :)People are like icebergs... you never know what you might find under the surface!
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100