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Design Thinking Toolkit

Design Thinking Toolkit

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hai saski
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© © All Rights Reserved
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100% found this document useful (10 votes)
4K views50 pages

Design Thinking Toolkit

Design Thinking Toolkit

Uploaded by

hai saski
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Solve for Tomorrow

Design
Thinking
Toolkit
WORKBOOK
Table Prepare Build a team Build a team 08

of contents
Step 1: Empathize Research Do background research 11
Look for analogies 12

Interview Choose the right participants 13


Find extreme users 14
Write a discussion guide 15
Prepare for the interview 16
Interview participants 17

Observe Decide what to observe 18


Observe an event 19

Step 2: Define Craft insights Review your findings 21


Look for patterns 22
Craft insights 23

Identify a point of view Identify a point of view 24


Write “How Might We...?” questions Write “How Might We...?” questions 25

Step 3: Ideate Generate Brainstorm 27


Evaluate Evaluate ideas 28

Step 4: Prototype Tell stories Map the user journey 30


Paper prototype Make a paper prototype 31
Digital prototype Make a digital prototype 33
Physical prototype Make a physical prototype 34

Step 5: Test Share with users Write a discussion guide 37


Share with users 38

Iterate Iterate 39

Facilitator’s Guide
Share Share Tell your story 42
Activity Workbook Make a video 44
About Launched in 2010, Samsung Solve for Tomorrow program is a unique competition
that encourages innovative thinking, creative problem-solving, and teamwork
Samsung Solve to nurture social innovation ideas that address the community’s most pressing
problems.
for Tomorrow
Samsung Solve for Tomorrow was designed to increase interest and proficiency
in Science, Technology, Engineering, and Math (STEM) education. Samsung Solve
for Tomorrow encourages young people to apply STEM to find creative solutions,
to solve challenges, and to address risks faced in their local communities.
As of 2020, the Samsung Solve for Tomorrow program reached over 1.5 million
contestants in more than 20 countries around the world.

Young minds have the power to create positive change in society, and Samsung
Solve for Tomorrow helps participants develop skills that go far beyond the
technical. In addition to developing a deep understanding of their local context,
Samsung Solve for Tomorrow participants develop critical thinking, creative
thinking, communication, and collaboration: skills that will define the future of
our workforces, our industries, and our societies.

The Samsung Solve for Tomorrow contest emphasizes three levels of


problem solving: reframe, ideate, and realize. The design thinking process helps
us address each of these levels in a structured, thoughtful, and engaging way.

Teams have the opportunity to receive mentorship from Samsung employees


who act as volunteer advisors. Contestants who make it to the finals get
an opportunity to pitch their ideas to Samsung panelists with the potential
to win Samsung technology for their schools.

01
Workbook What’s in this workbook?
introduction This workbook contains step-by-step activities that align with the
Samsung Solve for Tomorrow: A Design Thinking Toolkit Facilitator’s
Guide.

Who should use this workbook?


This workbook is designed for teams of students who are working
on a design thinking challenge under the mentorship of an advisor
who has read the Facilitator’s Guide. This workbook can also be used
without mentorship as a tool to apply the design thinking process
independently.

How should you use this workbook?


Activities can be completed in sequence as they become relevant to
the project or they can be used individually as appropriate.
Some sections include advanced activities, so users with more
experience can get even more out of the process.

Have fun and enjoy the design thinking journey!

02
The 5 steps of Design thinking is a powerful tool for solving problems. It’s a 5-step
process that leads you to creative and actionable ideas.
design thinking
No problem is too big for design thinking. You can use this process to
tackle problems at home, at school, in your community, and more.

This workbook will help you complete a design thinking project using
the 5 steps of the design thinking process: empathize, define, ideate,
prototype, and test. Each step is useful on its own, but combining all 5
steps delivers the most impactful solutions.

The design thinking process also builds personal skills like creativity,
collaboration, communication, and critical thinking, which will help you
long after your project is over!

What are you waiting for? Let’s get started!

Introduction to design thinking 03


The design Design thinking is just as much a mindset as it is a process. That’s why it’s called design thinking
rather than design doing. When you embark on the design thinking journey, you think critically

thinker’s mindset
about who you want to design for, what problem you want to solve, and how you want to
solve it.

As a participant in the Samsung Solve for Tomorrow program looking to make a change in your
community, it’s especially important that you learn and embrace the design thinking process.
Design thinkers identify and solve for real human needs. For this project, you will look carefully
at your community to see where your friends, your peers, your family, your schools, or your local
governments are struggling, and come up with innovative solutions.

Design thinking is important because it puts the people we want to design for, our users, first.

Sometimes we might feel like we know an answer to a problem just by looking at it. But
oftentimes the problems we want to solve are much more complicated than we think. Design
thinking is a structured and widely-used process that allows us to both hear and act upon the
needs of our users.

Design thinking has been adopted by thousands of students, teachers, employees, companies,
and more around the world. Learning the design thinking process will give you a new way to
look at the world, a new ability to solve challenging problems, and a new vocabulary to discuss
your work like a professional designer.

Introduction to design thinking 04


Think like As you go through the design thinking process, refer back to the following principles of design
thinking:

a designer
Focus on human values: Identify real user struggles and create solutions that meet those needs.
Radical collaboration: Listen to everyone-no matter who they are or where they come from-and
work together.
Be visual: Scribble, sketch, and draw whenever possible. Visualize your ideas whenever you can.
Bias towards action: Rather than talk about doing something, do it! It’s better to test an idea and
fail than to not offer up an idea at all.
Defer judgment: Have trust in your users, in your teammates, and in your mentors. Be imaginative
and open.
Embrace experimentation: You may not totally understand where you want to go next, and that’s
ok! Embrace the ambiguity and experiment with new ideas or points of view whenever you can.

Even if you are familiar with a topic, it’s important to approach every design challenge as if you
are seeing it for the first time. Designers often refer to this as a beginner’s mindset. When working
to understand a problem and the people affected by it, you should be open and ready to learn.
You want to keep stereotypes out of your work so that you can see the world as objectively and
empathetically as possible.

Introduction to design thinking 05


Talk like Working well with others is one of the most important aspects of the design thinking process.
You must always treat your teammates, your mentors, and your users with respect. Part of

a designer
treating others with respect is knowing how to give and receive constructive feedback while
working in a team. Use the “I like…,” “I wish…,” “I wonder…,” framework to do so.

“I like…” When offering feedback, start by giving a compliment. Tell your teammate something
you like about their idea.

“I wish…” Once you’ve offered a compliment, offer a suggestion that you wish your teammate
would consider. Your wish may be based on your experience interacting with your teammate’s
design or your own personal experience.

“I wonder…” Now give constructive feedback about how your teammate can make their idea
even better. Suggest an idea that steers your teammate in a direction you believe in.

For example:
I really like how you decided to make the background of our app so colorful. That said, I wish
the color wasn’t so bright on my eyes. As someone who wears glasses, it’s hard for me to
read the words on the screen when the background is so bright. I wonder if we can keep the
background colorful but choose a lighter, softer color.

Introduction to design thinking 06


Prepare
ACTIVITY

Build a team
Build a team [1/2]
Time: Minimum 10 mins
Players: Full team
Materials: Pen

When working on a complex, creative project, a team is stronger than any individual.
Build a team of 3-5 people. Spend some time thinking about how you will work together
and assign specific roles for each team member.

1. Skills & interests 2. Roles & responsibilities 3. Goals


What are some skills that you have? List all roles and responsibilities for this project What do you want to get out of this project?
What skills do you want to get better at? and assign team members to each role. Try to list at least three goals.
Will your responsibilities rotate over time?

Example: drawing, writing, organizing, building, Example: coordinator, enthusiast, nagger, process Example: learn design thinking, get an idea out in
meeting new people, interviewing, working with leader... the world, win a competition, have fun, learn new
computers... skills...

Prepare 08
Build a team [2/2]
Time: Minimum 10 mins
Players: Full team
Materials: Pen

When working on a complex, creative project, a team is stronger than any individual.
Build a team of 3-5 people. Spend some time thinking about how you will work together
and assign specific roles for each team member.

Communication Team name


Will your team meet regularly? Where and when? Spend five minutes as a team and come up with as many team names
How will you communicate when you’re not together in person? as possible. Aim for a minimum of 30. Vote on the best team name and
capture it here. Bonus if you can create a team logo!

Prepare 09
Step 1

Empathize
ACTIVITIES

Do background research
Look for analogies
Choose the right participants
Find extreme users
Write a discussion guide
Prepare for the interview
Interview participants
Decide what to observe
Observe an event
Do background research
Time: Minimum 20 mins
Players: Full team
Materials: Pen and notepad, online and
offline research materials
like newspapers, books,
magazines etc.
Browsing the internet, reading books and articles, and watching videos are all great methods
for deepening your understanding of a problem. Spend some time learning more about your topic
from different perspectives and sources.

What did you learn? What are other people doing?


Write down compelling stories from Write down 3 existing solutions that address the problem your team is working on.
your background research.

How big is this problem?


Write down a few statistics from your background research that seem important to you.

Example questions to think about: • How many people are affected by this problem?
• How big is this problem? Are there any statistics showing the current status?

Step 1: Empathize 11
Look for analogies ADVANCED
Time:
Players:
Minimum 20 mins
Full team
Materials: Pen and notepad, online and
offline research materials
like newspapers, books,
magazines etc.
Analogous research is a method for finding inspiration from other industries. Learning how problems
like yours are solved in other industries can help you more effectively address your own challenge.

What is one experience of your challenge that you Where is one specific place that you could see the What did you learn from your analogous experience?
could explore through analogous research? analogous experience in action? How do other industries solve this problem?

Example challenge: Redesign the waiting room Example experience:


experience at a health clinic Having to wait until it is your turn
Example experience to explore: Having to wait until Example place:
it is your turn • The line at a fast food restaurant
• Long lines at a theme park

Step 1: Empathize 12
Choose the right participants Time:
Players:
Minimum 20 mins
Full team
Materials: Pen

When selecting who to interview, it is important to choose participants who represent your user
population and participants who can provide expert perspectives. Select a few people who you think
represent your main users and a few experts.

Who are you designing for? Who are your experts?


Write down at least three specific characteristics Write down experts in your field who could provide specialized insight into your problem.
of your main user.

Example: If you’re redesigning a grocery store Example: If you’re redesigning a grocery store experience, grocery store managers would be good experts to
experience, your main user might be someone chat with.
who shops once a week.

Who will you meet?


Write down 3-5 users and a couple of experts who your team wants to talk to and learn from.

Step 1: Empathize 13
Find extreme users
Time: Minimum 10 mins
ADVANCED
Players: Full team
Materials: Pen

Interview people at the extremes in addition to people in the mainstream. Extreme users are great
at giving a voice to problems that those in the mainstream might also feel but have a harder time
expressing. Extreme users are people who experience the same problems that your main users
experience but in a more particular way or to a more extreme degree.

What activities might all of your users experience? Who are potential extreme users?
Write down 3 examples of users who might have more extreme experiences with your challenge.

Example: In a grocery store, a user will likely search


for items in the store, wait in line, pay for groceries, Example: A user who only shops for groceries online or a user who visits the store more than four
and take groceries home. times a week.

Who will you meet?


Write down a couple of extreme users your team wants to learn from.

Step 1: Empathize 14
Write a discussion guide
Time: Minimum 15 mins
Players: Full team
Materials: Pen

Discussion guides are documents where you collect all of the questions you want to KEEP IN MIND
ask participants in the order you want to ask them. Select one team member who feels • Include lots of “Why?” questions.
• Ask only open questions.
comfortable leading discussions to lead each interview.
• Do not ask leading questions.
• Ask for reasons, do not assume.

Starting the interview Gathering information


Fill in the blanks to introduce your team to your participant and Write down 10 detailed questions you want to ask your participant about their experiences,
to get permission for documenting the process. processes, reasons, and feelings.

Warm up questions • Tell me about the last time you...


Hi! Thank you for participating in today’s interview. • Briefly describe your role at...
• What does your daily routine look like?

I am , and I will be Probing questions • What did you have to go through in order to...?
• How did you feel at that time? Why?
leading the interview today. These are my teammates,
• What was your reason for making that decision?
. • What is the biggest challenge you are facing in relation to...?
• What was your experience like before / after...?

We want to talk to you today because we are


designing a solution to

and we want to learn more about


During the interview, our team may want to take notes,


record the interview, and take photos.
Is that OK with you?

Step 1: Empathize 15
Prepare for the interview
Time: Minimum 10 mins
Players: Full team
Materials: Pen

The day before the interview, prepare everything you need. Give each team member a role, confirm the
interview time and location, and check that you have all of your necessary materials.

Who will take which roles?


Assign roles by writing down a teammate’s name for each role. When and where will you meet?
Make and confirm your meeting time and place with
your participant.

DATE, TIME LOCATION PARTICIPANT NAME

What will you bring?


Make sure that you have everything you need for the interview!

Prepare necessary Lead the interview Take photos


Discussion guide
equipment during the interview

Contact details of the participant(s)

Notepad and pens

Camera or mobile phone

Voice recorder or mobile phone

Confirm date, time, and Take notes Observe the participant’s


location before the interview during the interview behavior and environment
Thank you gifts for participants (if needed)

Step 1: Empathize 16
Interview participants
Time: Minimum 30 mins
Players: Full team
Materials: Pen, camera, other materials
you need to bring

It is now time to interview participants! Bring this paper to the site and take notes.
Remember that a discussion guide is just a guide; you don’t need to ask every question.

Name of the participant:

KEEP IN MIND
Quotes Observations • Talk as little as possible.
Write down any interesting or surprising comments Write down any interesting observations that • Learn from your user; don’t teach.
that the participant says. Aim for at least 5 quotes. you make during the interview. Aim for at least 5 • Stay open; don’t judge.
Use a second sheet of paper if you need to. observations. Use a second sheet of paper if you • Go with the flow.
need to. • Ask open questions.
• Allow breaks in the conversation.

INTERVIEW DOS & DON’TS

Dos
• Ask details about their experience and how they felt.
“Please explain what you experienced and how you
felt when you...”
• Ask about context. “What was your experience
before/after...?”
• Ask for reasons. “Could you explain why...?”

Don’ts
• Don’t ask questions with a yes or no answer. “Do you
like...?”
• Don’t ask leading questions to back up your team’s
theory. “Isn’t it uncomfortable to...?”
• Don’t assume. “Is it because of...?”

Step 1: Empathize 17
Decide what to observe
Time: Minimum 10 mins
Players: Full team
Materials: Pen, camera, other materials
you need to bring

Observation is a technique where we watch participants go about their daily routines in their own
environments. It is especially helpful to use observation to understand how our participant interacts
with a complicated process, a unique environment, or a lived reality.

What actions or activities are common to your user? What do we want to observe?
Write down at least 3 actions or activities your user Write down 10 things you want to observe - processes, environments, experiences, etc.
does and when/where these actions happen. From your list, choose up to 5 things your team will observe.

Step 1: Empathize 18
Observe an event
Time: Minimum 30 mins
Players: Full team
Materials: Pen, camera, other materials
you need to bring

It is now time to observe. Bring this paper to the site and take notes. KEEP IN MIND
• See and hear with an open and curious mind.
Name of the participant: • Try to be as inconspicuous as possible.
• Ask “why?”

What is the user doing? How is the user doing it?


Write down 5-10 observations. Write down 5-10 observations.

Why is the user doing it? How does the user feel when they are doing it?
Understand the “why” by observing their context and listening to Understand their feelings by observing their facial expressions,
what they are saying. gestures, and language.

Step 1: Empathize 19
Step 2

Define
ACTIVITIES

Review your findings


Look for patterns
Craft insights
Identify a point of view
Write “How might we…?” questions
Review your findings
Time: 10 mins each
Players: Individual, full team
Materials: Pen, sticky notes , materials
from interviews or observa-
tions like notes, transcripts,
videos, etc.
Reviewing findings allows your team to process, organize, and make sense of all the information
you gathered in the empathy phase. If possible, review findings immediately after each interview
or observation.

Step 1: What moments stood out to you? Step 2: What moments stood out to your team members?
Go through notes, images, etc. from interviews and observations. Share what you wrote with your team members. Are your teammates’
What surprised you? What did you learn? Did you have a new idea? Write down moments the same as yours? Write down any of their moments or quotes
at least 5 of these moments or quotes on the blanks below or on sticky notes. that were different from your own.

INDIVIDUAL: 10 MINS FULL TEAM: 10 MINS

Step 2: Define 21
Look for patterns
Time: Minimum 20 mins
ADVANCED
Players: Full team
Materials: Pen, findings,
and data (notes, etc.)

Looking for patterns is one way to bring order and structure to the chaos of your inputs.
Collect all of your sticky notes with quotes and observations in one place like a wall or a table.

Cluster sticky notes that are related to each other, that are in conflict with each other, or that you think are interesting together.
Make at least 3 groups. Feel free to make multiple copies of this page as your number of clusters increases. As you go through the clustering process,
specific categories or topic areas will start to emerge. Create simple headlines for each cluster to help you remember why you put those inputs together.

Headline:

Step 2: Define 22
Craft insights
Time: Minimum 10 mins
ADVANCED
Players: Full team
Materials: Pen, themes, and headlines
from “Look for patterns”

Insights are simple statements that explain your understanding of each cluster of notes. Insights are
more than observations; they explain why you think people act and think in the ways that you observed.
Crafting insights can be tricky - remember that it may take multiple attempts to get them right!
Use this exercise to evolve your headlines into insights.

Is it a headline or an insight?
Write down your headlines on the left. Look at the questions to consider. Do your current
headlines check off all of the questions? If so, it is probably an insight! If not, try to revise
your headline using the “Questions to consider” as guidelines.

Headline Insight
Questions to consider

Does the headline capture multiple


observations or quotes?

Headline Insight

Does the headline explain a root cause


for the behavior?

Headline Insight Does the headline explain why this finding


is important to users?

Headline Insight

Step 2: Define 23
Identify a point of view
Time: Minimum 20 mins
Players: Full team
Materials: Pen, headlines, and insights

A point of view framework turns your design challenge into an actionable statement that you can
generate ideas with. A point of view considers the user, their needs, and your insights.
Use this sheet to write down your point of view statement.

Write down a point of view statement by circling the appropriate terms and by filling in the blanks. See the example on the left for reference.

Point of view example Point of view

During / When / After / At / ... During / When / After / At / ...

the airport waiting space , Context (when or where) ,

parents User

need(s) a way to need(s) a way to

entertain their young, playful children User’s need

because / but / surprisingly because / but / surprisingly

they do not want to irritate already frustrated Insight

fellow passengers.

. .

Step 2: Define 24
Write “How might we...?” questions
Time: Minimum 20 mins
Players: Full team
Materials: Pen, insights, and POV your
team has made

You can break down point of view statements into more specific questions called “How might we...?”
questions. Written in the form of “How might we....[achieve/do/allow/help] X, Y, or Z?” these questions will
help you come up with concrete ideas in Step 3: Ideate.

Write down your team’s challenge, your point of view statements from the
previous exercise, and three “How might we...?” questions.

Your team’s challenge “How might we...?” questions


Example: Redesign the airport waiting space. Example:
How might we separate kids from fellow passengers?
How might we make the wait time the most exciting part of the trip?
How might we remove wait times altogether?
How might we make the airport like a spa? Like a playground?
How might we make playful, loud kids less annoying?

Your team’s point of view


Example: Parents need to entertain their young, playful children
without irritating already frustrated fellow passengers.

Step 2: Define 25
Step 3

Ideate
ACTIVITIES

Brainstorm
Evaluate ideas
Brainstorm
Time: Minimum 20 mins
Players: Full team
Materials: Sticky notes, markers,
stickers, papers, snacks, timer

The best way to have a good idea is to have lots of ideas. Brainstorming helps us think freely about
possible solutions. Turn your creative mode on, pick one “How might we...?” (HMW) question, and
generate as many ideas as possible that respond to that question. After 20 minutes, jump to the next
HMW question and come up with ideas again.

Which topics will you focus on? Who will be the facilitator? Generate as many ideas as possible!
Write down 4-5 HMW questions that you want to Decide who will facilitate each brainstorm. Write or draw one idea per sticky note. As you go,
address in a brainstorm. Teammates can take turns facilitating. share your ideas aloud with your team!

Name: Count how many ideas you have!

We have ideas!

FACILITATOR’S ROLE BRAINSTORMING RULES


• Remind the team of the brainstorming rules. • Don’t judge.
• Present the brainstorming topic (HMW) to the • Go for quantity.
team. The facilitator also participates in idea • Encourage wild ideas.
generation. • Build on the ideas of others.
• Keep the mood high and bright. • Stay focused on topic.
• Change topics (HMW questions) every 20 mins. • One conversation at a time.
• Draw, sketch, scribble your ideas. Be visual.

Step 3: Ideate 27
Evaluate ideas
Time: Minimum 10 mins
Players: Full team
Materials: Pen, sticky notes with ideas,
dot stickers

After brainstorming, it’s time to select a few ideas for prototyping. Evaluate your team’s ideas
from the perspective of your users. At this point you don’t need to think too much about feasibility.
Use stickers or dots to vote for your favorites.

Which ideas do you like the most? Which ideas got the most votes? Which ideas does your team want to prototype?
Give each team member 5 stickers and vote Write down the 5 ideas that got the most votes Choose and write down 2 ideas to prototype.
for your favorite ideas. from team members. If there are similar ideas, can any of them be
combined?

Step 3: Ideate 28
Step 4

Prototype
ACTIVITIES

Map the user journey


Make a paper prototype
Make a digital prototype
Make a physical prototype
Map the user journey ADVANCED Time:
Players:
Minimum 15 mins
Full team
Materials: Pen

User journeys are one way to tell a story from the user’s perspective and to bring your concept
to life. How and when does your user interact with your concept? Use this prototyping method
to highlight the overall benefits and the key moments of your idea.

Where and how will a user interact with your team’s solution or concept?
Use the questions below as prompts to create a compelling story.

AWARENESS FIRST USE ONGOING USE ADVOCACY

How does your user find out When and where does your user When and why does your user When and why does the user
about your concept? What are use your concept for the first use your concept again? recommend your solution to
they feeling? What do they need? time? What do they think? others?

How does your concept change What are the other key moments
your user’s behavior? What of the experience? When and
problems does your concept solve? where does the user experience
these moments?

Step 4: Prototype 30
Make a paper prototype [1/2]
Time: Minimum 20 mins
Players: Full team
Materials: Papers, sticky notes, pens

Paper prototyping is a fast and inexpensive way to visualize your key concept. Sketch out the key
elements of your idea. Avoid using too much detail. Use lines, shapes, and headlines.

How does a user interact with your concept? What does your concept look like?
Sketch your prototype below. Explore variations of the same idea and feel free to use multiple sheets of paper as needed.

Step 4: Prototype 31
Make a paper prototype [2/2]
Time: Minimum 20 mins
Players: Full team
Materials: Papers, sticky notes, pens

If your team is considering making an app, a paper prototype will help your team align on and define
core functions and flow. A paper prototype will save you time and effort before going digital!

What are the key screens of your digital experience?


Sketch your prototype’s key screens below. “Key screens” are screens that are essential to completing core functions in the app.
Explore variations of the same idea and feel free to use more sheets of paper as needed.

Step 4: Prototype 32
Make a digital prototype
Time: Minimum 45 mins
ADVANCED
Players: Full team
Materials: Computer, prototyping
software

Digital prototypes are a great way to simulate how someone moves through your digital product.
Create digital prototypes with software tools such as PowerPoint, Marvel, Figma, InVision, Adobe XD, etc.
Remember that you are prototyping to learn, not to design the final product!

What key moments or features do you want to prototype? Create a digital prototype with your key screens.
Write down a few moments or features that you want to Attach photos or images of your prototype below.
prototype. Consider the order and flow of your experience. Use
the previous exercise to sketch your screens before going digital.

Step 4: Prototype 33
Make a physical prototype
Time: Minimum 20 mins
Players: Full team
Materials: Pen, paper, any other possible
materials

Physical prototypes are tangible models that allow users to see and to physically interact with your idea.
Find different materials to create a model of your idea. Depending on your product, useful materials
could be: paper, cardboard, foamcore, clay, wood, fabric, or metal.

What features or functions do you want to prototype? Make your physical prototype.
Pick a few aspects of your idea to prototype. Write them below. Attach photos or images of your prototype below.

What kind of materials will you use?


Think about the materials your team can use to make your
idea tangible.

Step 4: Prototype 34
Make a physical prototype ADVANCED
Time:
Players:
1 day
Full team
Materials: Computer, 3D modeling tool,
3D printer

3D modeling and 3D printing are effective tools for testing the size, shape, or functionality of a physical
product. That said, try not to spend too much time and effort making a perfect model. You want your
prototype to be just real enough to learn from.

Make your prototype into a 3D modeled and/or printed shape.


Attach photos or images of your prototype below.

Step 4: Prototype 35
Step 5

Test
ACTIVITIES

Write a discussion guide


Share with users
Iterate
Write a discussion guide
Time: Minimum 15 mins
Players: Full team
Materials: Pen

Sharing prototypes with users and experts allows you to test your prototype and improve your concept.
Before testing your prototype with users, write a simple script that you can follow and a specific set of
questions that you want participants to answer.

Starting the test What do you want to ask?


Fill in the blanks to write an introduction to the Write down 5-10 detailed questions that you want to ask each participant. Think of a range
conversation. of questions that will nudge the user to interact with different parts of your prototype.

Thank you for testing our prototype today. Example:


• How do you feel at this point in the experience? Why do you feel that way?
• What do you think this feature is for?
My name is ,
• Show us how you would go about completing this task.
and I’ll ask you a few questions to help guide
• Did the prototype behave as you expected? Why or why not?
you through using our prototype. • Would you use this product or feature? Why or why not?
• Have you used any products like this? How does this compare to other products you’ve used?
As you use the prototype, tell us your honest
opinions. It may feel awkward, but talk aloud as
you go! This will help us understand which parts
of the prototype are successful and which
need more work.

Step 5: Test 37
Share with users
Time: Minimum 30 mins
Players: Full team
Materials: Prototype, pen, camera, other
materials you need to bring

Time to share your prototypes with users and experts! KEEP IN MIND
Bring this and the previous page (“Write a discussion guide”) • Present your prototype neutrally. Don’t try and sell it!
• Listen carefully. If the participant gets stuck, take notes on where they get stuck
to the user test and take notes on what you learn.
and why.
• Remember you are there to learn, not to teach.
• If the participant says something positive or negative about the prototype, ask
Name of the participant: “Why?”
• Ask if the participant identifies with the need you are solving for.

Quotes Observations
Write down any interesting or surprising comments that the Write down a few observations (participant behaviors, gestures, etc.) that
participant says. you find interesting during the user test.

Step 5: Test 38
Iterate [1/2]
Time: Minimum 10 mins
Players: Full team
Materials: Pen

To iterate on your concept, create a new version of your prototype that addresses the feedback you
heard during user testing. You can repeat the iteration process multiple times throughout your project.
As you continue to learn, you can continue to modify your prototype, to add new features, or to refocus
your point of view.

What did participants like most? Where did participants get lost or confused?
Write down a few positive pieces of feedback you heard. Write down a few moments where participants got stuck using your
prototype.

What can be improved? Questions to consider


Look at the box titled “Questions to consider.” Does your prototype
check off all of the questions? If not, write down a few possible ways Is the value proposition for our product solid?
to improve your solution based on the “Questions to consider.”

Do users understand when and how to interact with our


prototype?

Is the level of complexity of our concept appropriate?

Have we made the right assumptions about how the user


journey unfolds?

Step 5: Test 39
Iterate [2/2]
Time: Minimum 10 mins
Players: Full team
Materials: Pen

To iterate on your concept, create a new version of your prototype that addresses the feedback you
heard during user testing. You can repeat the iteration process multiple times throughout your project.
As you continue to learn, you can continue to modify your prototype, to add new features, or to refocus
your point of view.

Write down how to revise your concept by filling in the blanks.

We originally thought that Original point of view

From the prototype testing, we observed Quotes, observations from the test

From that we learned Learnings

Therefore, we will Decisions and actions for iteration

Step 5: Test 40
Share
ACTIVITIES

Tell your story


Make a video
Tell your story [1/2]
Time: Minimum 20 mins
ADVANCED
Players: Full team
Materials: Pen

Telling the story of your project in an effective way helps convince and motivate others to see
the value of your concept. Think back to each step of the design thinking process to create
a step-by-step storyline that explains how your team developed your idea.

Fill in the blanks to create a script that introduces your team, your challenge, and your solution.

Introduction Empathize Ideate


Hello, we are The challenge we wanted to From our research / interviews / Our solution is
solve was observations, we learned

Our roles were It works by


To better understand the problem,
our team met with

Define
It helps

We formulated the following point of view

Share 42
Tell your story [2/2]
Time: Minimum 20 mins
ADVANCED
Players: Full team
Materials: Pen

Telling the story of your project in an effective way helps convince and motivate others to see
the value of your concept. Think back to each step of the design thinking process to create
a step-by-step storyline that explains how your team developed your idea.

Fill in the blanks to create a script that explains your prototype, your results, and your impact.
Think about what you learned and what you want to improve in the future.

Prototype Plans for the future


To bring our solution to life, we made Based on user feedback, we revised our concept to In the future we hope to

Test Impact
To test our prototype, our team met with Our solution is expected to

From testing with users, we learned

What we learned
From this project we learned

Share 43
Make a video [1/2]
Time: Minimum 20 mins
ADVANCED
Players: Full team
Materials: Pen

Video is a powerful tool for sharing your ideas and stories with others. Once you’ve outlined Example from:
your story in the previous exercise (“Tell your story”), develop and sketch key frames to craft Team Cosoros, Samsung Tomorrow Solutions
https://youtu.be/DY_Zw2JUHr8
your video.

Frame Time (sec) Narration Roles

Chu: Find appropriate interview photos


[ Interview ]
and quotes by September 22nd
“Since October 2015, wolves have started
5 sec Yoon: Add this frame to the video by
attacking our livestock. At that time,
September 30th
wolves ate 10 cows and 36 donkeys.”

Choi: Draw solution diagram by


[ Insight ]
September 22nd
“The fundamental cause of these 2
7 sec Yoon: Add this frame to the video by
problems is that the exact location of the
September 30th
livestock cannot be identified.”

[ Solution ]
Choi: Draw the graphic by September 22nd
“The transmitter attached to livestock
7 sec Yoon: Add this frame to the video by
transfers the location information to the
September 31st
smartphone through the receiver.”

Share 44
Make a video [2/2]
Time: Minimum 20 mins
ADVANCED
Players: Full team
Materials: Pen

Sketch out key frames that you want to include in your video. Refer back to your the storyline
to identify potential key frames. Feel free to make multiple copies of this page as your
number of frames increases.

Frame Time (sec) Narration Roles Who will shoot the video or make the graphics for
each frame? Write down the teammate’s name,
their role, and the due date.

Share 45
Frame Time (sec) Narration Roles Who will shoot the video or make the graphics for
each frame? Write down the teammate’s name,
their role, and the due date.

Share 46
Acknowledgements Content references

Daylight Design What is Design Thinking Video


Daylight Design. “What is Design Thinking.” Youtube, 2 May 2014,
https://www.youtube.com/watch?v=Ee4CKIPkIik.

Daylight Design Legal Empowerment Education Workshop

IDEO’s Design Thinking for Educators


© 2012 IDEO LLC. All rights reserved. http://designthinkingforeducators.com/

Stanford University dschool’s Design Thinking Bootleg


Design Thinking Bootleg by Scott Doorley, Sarah Holcomb, Perry Klebahn, Kathryn Segovia, and Jeremy
Utley at Stanford dschool is licensed under CC BY-NC-SA 4.0

Stanford University K12 Lab Network’s d.tech Playbook


d.tech Playbook by Norman Tran and K12 Lab Network at Stanford dschool is licensed under CC
BY-NC-SA 4.0

Content developed with Daylight Design for Samsung Solve for Tomorrow
License/attribution information: CC BY-NC-SA 4.0

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