DT Lab
DT Lab
24GE2R005
Lab Manual
Index
Sl.no Date Title Sign
1 2030 SCHOOLS CHALLENGE
2 THE GIFT-GIVING PROJECT VIA
STANFORD D-SCHOOL Concept
3 THE WALLET PROJECT VIA STANFORD D-
SCHOOL Concept
4 INVENT A SPORT (WITH JUST THESE
ITEMS) Concept
5 “BOOK IN AN HOUR” ACTIVITY (VIA ALL
WHO WONDER) Concept
6 CHILDREN’S STORY DESIGN ACTIVITIES
Concept
7 New Product Development Activity
1. 2030 Schools Challenge: PSA Design Sprints for UN 2030
Goals
Project Report
1. Introduction
The 2030 Schools Challenge aimed to engage students in addressing the United Nations
Sustainable Development Goals (SDGs) through the creative process of design sprints.
The objective was to develop Public Service Announcements (PSAs) that raise awareness
and inspire action towards achieving the UN’s 2030 agenda.
2. Objectives
3. Methodology
Day 4: Production
4. Key Outcomes
7. Conclusion
The 2030 Schools Challenge successfully empowered students to engage with global issues
through creative storytelling. By leveraging the design sprint process, students developed
compelling PSAs that contributed to raising awareness about the UN SDGs. Future iterations
of this initiative can expand its reach and impact through enhanced resources and
partnerships.
2. THE GIFT-GIVING PROJECT VIA STANFORD D-
SCHOOL Concept
1. Introduction
The Gift-Giving Project, organized by Stanford’s d.school, aims to explore the design
thinking process by focusing on a universal human experience—gift-giving. This 90-minute
sprint encourages students to empathize with one another, ideate creative solutions, and
prototype new experiences around the act of giving and receiving gifts. The goal is to
enhance the emotional impact of gift-giving while fostering empathy, collaboration, and rapid
prototyping skills in the participants.
2. Objectives
3. Methodology
4. Key Outcomes
Engagement: 100% student participation, with each student engaging in both the
interviewing and prototyping stages.
Creativity: Over 40 unique gift-giving redesigns, ranging from new ways to
personalize gifts to reimagining the gifting experience itself.
Skill Development: Students enhanced their empathy skills, communication abilities,
and rapid prototyping techniques.
Collaboration: Strong teamwork and collaboration were seen, with each partner
offering insights that significantly improved the other's design.
Time Constraints: The 90-minute timeline was a challenge for some teams,
especially during the prototyping phase, where refining ideas and incorporating
feedback was limited by time.
Material Constraints: Some students had limited access to crafting materials,
affecting the complexity of prototypes, but creative solutions were found using simple
resources.
Communication: The brief time available for interviews and feedback meant that
some deeper insights may have been missed. More time could have allowed for more
thoughtful reflection and iteration.
Allocate Additional Time: Extending the time for prototyping and feedback could
lead to deeper insights and more polished solutions.
Material Kits: Providing basic material kits (e.g., markers, paper, cardboard) could
help streamline the prototyping process and encourage more creativity.
Debriefing Sessions: A longer debrief could provide more opportunities for students
to reflect on their work, share key takeaways, and learn from others.
Expand to Larger Audiences: Involve more diverse student groups to get a wider
range of perspectives and ideas on gift-giving.
7. Conclusion
The Gift-Giving Project successfully engaged students in the design thinking process by
focusing on a universally relevant and emotionally impactful theme—gift-giving. Through
rapid prototyping, empathy, and collaboration, students were able to create innovative
solutions to enhance the gift-giving experience for their peers. This project not only fostered
creativity and teamwork but also emphasized the value of human-centered design in
addressing real-world experiences. Future iterations could expand the project by refining the
process and incorporating more diverse perspectives.
3. THE WALLET PROJECT VIA STANFORD D-SCHOOL
Concept
1. Introduction
The Wallet Project at Stanford’s d.school provides a dynamic and hands-on opportunity for
students to engage in the design thinking process by focusing on a highly personal and
everyday object: the wallet. The goal of this 90-minute (plus debrief) design sprint is to help
students empathize with their partner by understanding the specific needs, frustrations, and
desires they have in relation to their wallet. Students will then ideate, prototype, and create a
new solution that is both useful and meaningful to their partner.
2. Objectives
3. Methodology
4. Key Outcomes
Engagement: 100% student participation, with each student fully involved in both the
interview and prototyping stages.
Creativity: Over 30 unique wallet redesigns, addressing issues like size, organization,
material preferences, and functionality.
Skill Development: Students enhanced their empathy, design, and rapid prototyping
skills. They also practiced presenting and receiving feedback in a constructive
manner.
Collaboration: Strong collaborative efforts between students as they learned from
each other’s insights and ideas.
Time Constraints: Some students felt the time allocated for prototyping and
feedback was too short, limiting the depth of iteration. A longer design cycle may
allow for more refined solutions.
Material Constraints: Access to advanced prototyping tools (e.g., 3D printing or
stitching) was limited, so students had to rely on basic materials like paper, cardboard,
and fabric. This encouraged creative problem-solving but could restrict complexity.
Communication: Some initial interviews lacked in-depth probing, and some insights
were missed. More guided questions could help students dig deeper into the partner's
needs.
Extended Timeline: Allow for additional time in the prototyping phase to help
students refine their designs and create more polished solutions.
Material Kits: Provide basic prototyping materials like fabric, cardboard, markers,
and thread to encourage more diverse solutions.
Structured Interview Guide: Create a more structured approach for the initial
interviews to ensure students explore all relevant aspects of their partner’s wallet
needs.
Digital Tools: Introduce basic digital tools or apps for students who want to explore
virtual wallet designs (e.g., sketching apps or CAD tools).
7. Conclusion
The Wallet Project effectively engaged students in the design thinking process by focusing on
a personal object that many people interact with daily. Through interviews, ideation,
prototyping, and feedback, students were able to create practical, meaningful solutions for
improving the wallet experience. This hands-on exercise not only reinforced the value of
empathy in design but also taught valuable skills in prototyping, iteration, and collaboration.
With future iterations, the project could be expanded with more time and resources, allowing
for even deeper exploration of users’ needs and more complex solutions.
4. INVENT A SPORT (WITH JUST THESE ITEMS) Concept
Project Report: Invent a Sport
1. Introduction
The Invent a Sport project is a creative challenge where participants are tasked with inventing
an entirely new sport using a limited set of items. The goal is to encourage collaboration,
problem-solving, and innovation while exploring the underlying mechanics and rules of
games. By experimenting with constraints and resource limitations, participants will create a
sport that is unique, fun, and functional, highlighting the importance of creativity in the
design process.
2. Objectives
To invent a new sport using limited resources, focusing on creativity and strategic
thinking.
To develop rules, objectives, and gameplay mechanics for the invented sport.
To enhance collaboration and teamwork through joint problem-solving.
To foster an understanding of how everyday items can be transformed into tools for
engaging games.
3. Methodology
The project follows a structured framework for inventing a sport, with each group given
specific items to work with. The process includes brainstorming, prototyping, testing, and
refining. The steps are as follows:
4. Key Outcomes
Creativity: Each group successfully created a unique sport that leveraged the given
resources in innovative ways.
Team Collaboration: Team members worked together, combining their different
ideas and skills to create a cohesive set of rules and a fun, playable game.
Game Design Skills: Participants gained insight into the complexities of game
design, from creating rules to balancing gameplay.
Problem-Solving: Groups faced challenges related to resource limitations and rule
clarity, which they solved through iteration and feedback.
Limited Resources: With only a few materials to work with, some groups struggled
to create a dynamic game. However, this limitation sparked creativity and led to
unexpected, fun outcomes.
Rule Clarity: Initial versions of the games sometimes had unclear or overly
complicated rules. Simplifying the rules during the playtesting phase improved the
overall experience.
Balance: Some games initially favored one team or player over others, which
required adjustments to ensure a fair competition.
Longer Testing Time: Additional time to playtest the game with different
participants would help refine the sport further and ensure balance and clarity.
Expanded Resources: A broader set of materials could help inspire more diverse
types of games, while still maintaining the challenge of working with limited items.
Clearer Guidelines for Testing: Providing a set of criteria for testing (e.g., fairness,
excitement, clarity) would allow groups to more effectively evaluate their game.
7. Conclusion
The Invent a Sport project was a fun and challenging exercise in creativity, problem-solving,
and teamwork. By inventing a new sport with a limited set of materials, participants learned
about the complexities of game design, from defining clear rules to ensuring a balanced and
enjoyable experience for all players. This exercise demonstrated how constraints can lead to
innovative solutions and provided participants with valuable skills in collaboration and
design thinking. Future iterations of the project can build upon these lessons to refine the
process and encourage even more creativity.
Example Sport: "Ropeball"
Objective:
Score points by getting a ball through an elevated rope hoop while avoiding obstacles set up
by the opposing team.
Materials Used:
A ball
Rope
Cones
Fabric
Number of Players:
Setup:
The field is divided into two zones by a rope stretched across the middle.
Each team has a goal area at the far end of their zone, where a rope hoop is suspended
5 feet above the ground.
Cones are scattered to serve as obstacles, making the area more challenging.
Rules:
1. Gameplay:
o Teams take turns trying to pass the ball through the rope hoop using only their
hands or feet (no dribbling).
o Players can move the ball by passing it between teammates, but they cannot
carry it.
o The ball must go through the hoop from the front to score a point.
2. Scoring:
o A team scores one point each time the ball successfully goes through the rope
hoop.
o The first team to score 5 points wins.
3. Obstacles:
o Opposing players can move the cones around to create a maze of obstacles in
the other team’s goal area, adding difficulty.
o Players can’t touch the cones, and the ball must not hit them or else the team
loses their turn.
4. Time Limit:
o Each turn lasts 2 minutes. If no team scores during their turn, they lose
possession.
Game Flow:
The game is fast-paced, with lots of movement and strategy involved in positioning players
and passing the ball efficiently. The rope hoop provides a clear target while adding a fun
challenge to the game’s dynamics.
1. Introduction
The “Book in an Hour” activity is a creative and engaging exercise designed to summarize
and present a book (fiction or non-fiction) in an interactive, fun, and collaborative way.
Participants are divided into smaller groups or individuals, each tasked with reading and
summarizing a section of the book. After reading, each group must create a unique overview
or trailer for their section, to be shared chronologically with the rest of the class. This activity
allows participants to creatively communicate key themes, characters, and plot points, while
fostering teamwork, critical thinking, and presentation skills. It can also be used in
professional development settings to introduce complex topics in an engaging and easily
digestible manner.
2. Objectives
3. Methodology
The activity follows a structured process designed to promote creative teamwork and efficient
presentation. The steps are as follows:
4. Key Outcomes
Engagement: The activity promotes active learning, where participants are more
involved in the content creation process and have a deeper engagement with the
material.
Creativity: The diverse presentations allow participants to express the book’s content
in creative and innovative ways, making the activity enjoyable and memorable.
Collaboration: Teams worked together to read, conceptualize, and present their
sections, developing important teamwork and communication skills.
Critical Thinking: Participants had to extract key information from their assigned
sections, distill it into a creative format, and then connect it to the overall narrative or
themes of the book.
Presentation Skills: The activity gave participants the opportunity to enhance their
public speaking and presentation skills in a fun and low-pressure environment.
Time Constraints: Some groups struggled to complete their presentations within the
time limit. Having a clear division of tasks and encouraging early preparation can help
mitigate this issue in future iterations.
Clarity of Summary: In some cases, groups focused too much on creativity and not
enough on delivering a clear summary. It’s important to strike a balance between
entertainment and informative content.
Diverse Presentation Styles: Some groups found it challenging to merge their
differing presentation styles into a cohesive whole. Future activities could encourage
more uniformity in presentation style or provide a clearer framework for the types of
creative approaches to be used.
Provide Clear Guidelines for Presentations: To ensure that every group presents a
concise and informative summary, provide a brief set of guidelines for what should be
included in each presentation (e.g., key plot points, important characters, themes,
etc.).
Allocate Time for Preparation: Allow more time for groups to prepare and rehearse
their presentations. This can be particularly important when creative elements (such as
skits or multimedia) are involved.
Use Diverse Media Formats: Encourage groups to explore different forms of media
(e.g., digital slides, music, short video clips) to enhance the creativity and engagement
of the presentations.
Post-Presentation Discussion: After the activity, facilitate a discussion where
participants reflect on what they learned, both about the book and the process of
summarizing and presenting material.
7. Conclusion
The “Book in an Hour” activity is an effective and engaging way to introduce complex
content while developing critical thinking, creativity, and collaboration skills. By
summarizing and presenting a book in an interactive format, participants deepen their
understanding of the material while engaging in an enjoyable, creative process. This activity
can be adapted for various contexts—whether in classrooms, professional development
sessions, or team-building events—to make learning fun, memorable, and engaging.
6. CHILDREN’S STORY DESIGN ACTIVITIES Concept
Project Report: Children’s Story Design Activities
1. Introduction
The Children’s Story Design Activities are creative STEM-based challenges designed to
engage young minds in problem-solving and engineering concepts through storytelling. After
reading a classic story, such as "The Three Billy Goats Gruff," children are tasked with
designing and building solutions to problems presented in the narrative. The activity uses a
hands-on approach to learning by encouraging children to apply the engineering design loop
to create functional prototypes. These activities foster teamwork, creativity, and an
understanding of basic engineering principles, all while making learning fun and interactive.
2. Objectives
To introduce children to basic STEM concepts like structural engineering and design
thinking through interactive storytelling.
To promote teamwork, collaboration, and creative problem-solving as children work
together to build their solutions.
To reinforce the use of the engineering design loop (ask, imagine, plan, create,
improve) in a real-world context.
To develop critical thinking skills as children figure out how to solve challenges
based on story-driven problems.
To provide hands-on experience in building and testing prototypes using limited
resources.
3. Methodology
The design activity follows a step-by-step approach, where children work in groups or
individually to apply their creativity and knowledge to solve a specific challenge. Here's how
the process typically unfolds:
4. Key Outcomes
Material Limitations: Some children may feel limited by the materials available,
which could lead to frustration. However, this limitation can foster creativity as they
find innovative ways to make the most of what they have.
Time Constraints: Some groups may struggle to finish within the allotted time,
especially if they encounter issues during the construction phase. It’s important to
balance time for brainstorming, building, and testing.
Complexity of Design: Younger children might have difficulty understanding
engineering concepts like load distribution or balance. In this case, simplified
explanations and more guidance from the teacher may be necessary.
Group Dynamics: In some cases, one or two children may dominate the design
process, while others may not be as involved. It’s essential to encourage all students
to participate equally in both the planning and building stages.
Provide More Time for Testing and Iteration: Allowing extra time for testing and
modifying designs will give children the chance to improve their structures based on
feedback.
Offer More Diverse Materials: Including additional materials like cardboard, rubber
bands, or glue guns can encourage more innovative and diverse designs.
Guided Support for Younger Participants: For younger children, simplify the
concepts of engineering design and provide more hands-on guidance throughout the
process.
Reflective Debrief: After testing, having a more structured reflection session where
children explain the reasoning behind their design choices can reinforce learning and
help develop their communication skills.
7. Conclusion
The Children’s Story Design Activities offer a fun and engaging way to introduce children to
STEM concepts while combining storytelling with engineering. By solving real-world
problems inspired by classic tales like "The Three Billy Goats Gruff," students can learn
valuable skills in creativity, problem-solving, collaboration, and engineering design. The
hands-on nature of the challenge allows children to see the practical application of abstract
concepts, while the iterative process of design teaches them the importance of persistence and
improvement. These activities provide a solid foundation for fostering a love of learning and
a curiosity for STEM fields in young students.
7. New Product Development Activity
Project Report: New Product Development Activity
1. Introduction
The New Product Development Activity is a two-day design challenge where student teams
are tasked with improving existing products. From toys to air fresheners, each team is given a
product and must come up with innovative ways to enhance it. The activity provides students
with hands-on experience in product development, focusing on creativity, critical thinking,
and pitching ideas. The goal is to help students understand the product development process,
including ideation, prototyping, and presenting a convincing case for their improvements.
2. Objectives
To teach students about the product development process, including identifying areas
for improvement and proposing feasible solutions.
To foster creativity and problem-solving skills by challenging students to think
outside the box.
To develop teamwork and collaboration skills as students work together to analyze
and improve their given products.
To help students understand the importance of pitching ideas and the role of clear
communication in product development.
To provide a sense of the scope and challenges involved in real-world product
development.
3. Methodology
The activity was conducted over two days, following a structured framework for product
improvement and idea pitching. The process is broken down into the following phases:
4. Key Outcomes
Time Constraints: With only two days to research, brainstorm, prototype, and pitch,
some teams struggled to complete all phases within the given timeframe. Future
iterations of the activity could allow more time for prototype development and
refinement.
Material Limitations: Depending on the product assigned, the teams might not have
had access to all the necessary materials to create a functional prototype. Encouraging
the use of creative, low-cost alternatives can help overcome this issue.
Diverse Skill Sets: Students had varying levels of skills in areas like design,
prototyping, and pitching. Some teams might have been stronger in certain areas,
while others struggled. Providing more structured guidance or resources on design
and pitching could help level the playing field.
Balancing Feasibility & Creativity: Some ideas, while creative, were difficult to
implement within the constraints of the activity. It's important to emphasize that while
creativity is key, feasibility and practicality are also crucial when developing real-
world products.
Longer Timeline: Extending the activity over a longer period would allow more time
for prototype development, testing, and refinement.
Expanded Resource Pool: Providing a wider range of materials for prototyping
would help students create more realistic models of their designs.
Structured Workshops on Prototyping & Pitching: Offering short workshops or
resources on prototyping and pitching would help students better prepare for these
phases of the project.
Feedback from Industry Professionals: Incorporating feedback from industry
experts or guest judges can give students more insight into real-world product
development and improve the credibility of the feedback they receive.
7. Conclusion
The New Product Development Activity successfully gave students a hands-on experience in
product development, from research and ideation to prototyping and pitching. Through this
activity, students developed essential skills in creativity, problem-solving, collaboration, and
presentation. It also provided them with a valuable understanding of the product development
process, showing how ideas evolve from concept to proposal. Future iterations of this activity
can benefit from extended timelines, expanded resources, and more structured guidance to
enhance the learning experience even further.