iTech Design Process #1

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Explorers will be introduced to products for social good and market research while starting their IDC.

Category

BEFORE YOU BEGIN

  1. Leaders should have completed the Leader First Day Survey online at the start of the Exploring program.
  2. Explorers should have completed the Youth First Day Survey online here at the start of the Exploring program.
  3. The Exploring unit should have completed the Intro to Innovation Activity.

Objectives

By the end of this session, participants will be able to:

 

  • Identify solutions for social good and their impact on a local, national and global level
  • Gather market research to better understand the needs of a user group
  • Understand the importance of the user and his/her needs while conducting research
  • Identify the importance of planning and brainstorming, prior to implementation

Supplies

  • Sticky Notes (1 pad of 100 sheets per group)
  • Poster Paper (1 per group)
  • Scrap paper (5 – 10 sheets per group)
  • Team Contract Handout (one per group)
  • Brainstorming Handout (one per group)
  • UN Sustainable Development Goals (use as a reference)
  • Market Research Guide Handout (one per group)

Advisor Note

Text in italics should be read aloud to participants. As you engage your Exploring unit (club or post) in activities each week, please include comments, discussions, and feedback to the group relating to Character, Leadership, and Ethics. These are important attributes that make a difference in the success of youth in the workplace and in life.

Activity 1

Innovating for Social Good

Say: Can you think of any examples of products and/or services that solve a problem in our society? What are some examples? Why do you think this product or services solves the societal problem?

 

YOUTH LEADERSHIP POSITION: Research Managers should lead their team through the following section.

 

Explorers will spend 10 – 15 minutes researching to find examples online or in their community that solve a social problem. Each Explorer should pick one example to share with the group.

 

Say: What is the social issue that this example addresses? How was it designed to do so? Are there other examples that address a social issue?

 

Explorers will work as a team to implement a solution. Distribute the Team Contract. Review each section with the class. There are some bullet points that are missing. Explorers will fill in the remaining bullet points as a team then complete and sign it.

 

YOUTH LEADERSHIP POSITION: Project Managers should lead their team through the following section.

 

Distribute sticky notes. Explorers will use the Brainstorming Handout to brainstorm and reference the UN Sustainable Development Goals to choose a social impact problem. They will generate ideas for users, sort sticky notes and name groups. Explorers will have 2 minutes to brainstorm and 2 minutes to group the users. Once teams have a group of users, narrow the potential target user group to one or two categories. Explorers will have time in the next two lessons to research and refine.

 

Say: Ask each team to briefly share their name, topic and user groups. How can you learn more about your users and their needs? Spend 5 – 10 minutes discussing.

Activity 2

Market Research

Distribute the Market Research Guide Handout to each team. Explorers will search for examples in their chosen topic and analyze at least one. They should save the examples that they like and record the name/location for reference later. Explorers should continue brainstorming ideas for their project on the Market Research Guide Handout. They will have time in the next meeting to finalize their choice and start designing.

 

YOUTH LEADERSHIP POSITION: Research Managers should lead their team through the following section.

 

Explorers should stay focused on research. Encourage them to take notes on what they find inspiring in other examples, but to wait on designing their project. After reviewing examples, Explorers have 10 minutes to finish the Brainstorming section. This activity can be done with sticky notes. Explorers should write down their ideas, select the top 3-6 ideas and record them on their activity guide.

 

NOTE: Leaders should review all project ideas prior to prototype creation. It is important that all project ideas are doable in 2 meeting periods. Do your best to gauge if the project is challenging for the team while also doable within the timeline.

 

Say: Share at least one example you found inspiring.

Advisor Note

Once Explorers have completed the Design Activity #1, they will move onto Design Activity #2 in the Exploring Activity Library at www.exploring.org/activity-library-category/itech. Save the completed handouts from Design Activity #1. Explorers will use these handouts as a reference in future activities.

 

Some sample questions are below. They are designed to help the participants apply what they have learned to their own interests. You are welcome to use these questions or develop your own questions that relate to your Exploring program or specific focus area.

Reflection

  • What factors did you consider when researching a solution for social good?
  • What strategies worked well when researching your user? What would you do differently?
  • Why is it important to consider the user at every stop of the innovation process? How does this help you to create a stronger product?
  • Why is it important to discuss teamwork, communication and delegation before starting your project? How does this help your team later in the project?

 

 

RESOURCES

Content for this session provided by Kiwi Compute (www.kiwicompute.com).

 

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