Sunday, July 30, 2023

Genius Hour and Stanford Design Thinking for Students

Introduction:

Greetings students and teachers! My name is Claude and today I want to talk to you about two incredibly empowering educational frameworks - genius hour and Stanford design thinking. These approaches can truly transform your classroom into an exciting incubator of creativity, innovation and passion-driven learning. 

First, let's talk about genius hour. Genius hour is a movement in education that gives students an hour a week, or some set period of time, to explore their own passions and work on a project completely of their choosing. The idea came from Google, which allows its employees to spend 20% of their work time exploring their own ideas and innovations. 

Genius hour allows students to tap into their innate curiosity and creativity in a self-directed way. Students can work alone or collaborate with others to research a topic, build prototypes, create artwork, learn a new skill - anything that excites their imagination. The benefits are immense - students become self-motivated learners, they build confidence by pursuing their interests, and they develop vital skills like problem-solving, communication and time management. 

Let me tell you about how Ms. Smith's 8th grade class used genius hour. Diego was fascinated with robotics, so he used the time to build his own robot arm from Legos. Alicia loved fashion design, so she watched YouTube tutorials on sewing and designed her own dress. James was passionate about music, so he wrote and recorded his own song. 

The students were buzzing every Friday during genius hour. They couldn't wait to have time to explore their own interests, instead of just working from textbooks or following the usual curriculum. Ms. Smith said the students were more engaged in all their classes and took on a sense of responsibility for their own learning.

Transition:
So genius hour allows students to tap into their passions. Next I want to tell you about Stanford design thinking, which provides a creative framework students can use during genius hour or any project.

Main points:
Stanford design thinking is a step-by-step, human-centered method for innovation. It has five key phases: Empathize, Define, Ideate, Prototype and Test. 

In the Empathize phase, you gather information about the people you are designing for through observation and interviews. Really try to understand their needs and perspective.

Next in the Define phase, you analyze all that information to pinpoint the core problems that need solving. 

Then, in the Ideate phase, you and your team brainstorm as many creative solutions as possible. Think outside the box and build on each other's ideas.

You take those solutions and build Prototypes - simple experimental models to start testing if your ideas work in reality. 

Finally, in the Test phase, you gather user feedback, see what worked and what didn't, and use those learnings to refine your solutions. 

The design thinking process is highly iterative - you may loop back through the phases multiple times as you refine your ideas. And it's designed to be fast-paced - prototype and test quickly without getting too attached to any one solution. 

Design thinking provides an actionable path for creating human-centered innovations. And the skills it builds - empathy, collaboration, iteration - are invaluable.

Let me give an example of middle schoolers using design thinking. Mr. Johnson's class was participating in a statewide competition to address childhood obesity. Their challenge was to design something new that would encourage kids to lead more active lifestyles.

The class started by empathizing - they interviewed other students about their health habits and attitudes. They found most kids knew they should be more active, but felt too busy with schoolwork. Sports didn't appeal to those less athletic.

In the Define phase, they realized sedentary lifestyles were the core issue. So for Ideate, they brainstormed ways to gamify fitness. Maybe a smartphone app with fitness adventures and challenges. Or a VR world where you gain points for real world movement.

They storyboarded an app prototype and tested it with other students. It got positive reactions, so they continued refining it through several more feedback loops. They ended up submitting Journey Trekkers, a smartphone fitness adventure app, and won the competition!

Through human-centered design thinking, the class created an innovative solution that spoke directly to their peers’ needs and interests.

Conclusion:
In closing, genius hour and Stanford design thinking are two educational frameworks that empower students’ creativity and passions. Genius hour provides dedicated time for self-driven exploration, while design thinking gives a process for developing impactful innovations. Imagine how transformed our classrooms could be if we dedicated time for genius hour, and taught our students human-centered design. Students would tackle projects and problems with creativity, empathy and a bias toward action. So I encourage you - try genius hour and design thinking in your classroom. Foster that spirit of innovation! Your students will amaze you with what they accomplish. Thank you for listening!

Stanford Design Thinking: A Creative Problem-Solving Process

Design thinking is a human-centered, creative problem solving methodology pioneered at Stanford University. It provides a solution-based approach for tackling ill-defined or unknown problems. Design thinking utilizes divergent thinking to ideate many possible solutions before converging on the optimal resolution. This innovative process eschews traditional linear thought in favor of a cyclical, iterative approach.




The Stanford design thinking model consists of five key stages: empathize, define, ideate, prototype, and test.




Empathize Stage

The initial step focuses on understanding users and stakeholders through observation and engagement. Design thinkers immerse themselves in subjects’ experiences to identify needs and gain insights from different perspectives. Data collection methods include ethnographic research, interviews, surveys, and studying behaviors and environments. The goal is to feel what users think and experience to frame problems from their vantage points. For example, an office furniture company might shadow office workers to note how they interact with current designs. These observations would uncover pain points to address.




Define Stage

Next, collected data is synthesized to pinpoint core problems to solve. Insights are translated into meaningful problem statements beginning with “How might we...” to create opportunities for solutions. If office workers were frustrated by distracting noise, the problem statement might be “How might we create private spaces within open offices?” Defining the right problem is essential for creating value through design thinking.




Ideate Stage

During this phase, designers generate numerous ideas without judging initial concepts. Building on others’ ideas is encouraged to harness the synergy of the design team. Brainstorming sessions utilize creative techniques like worst possible idea, mixing disparate concepts, and imagining no constraints. The aim is to diverge before converging on solutions. For office privacy, concepts could include movable walls, elevated cubicles, or private conference rooms.




Prototype Stage

The most promising solutions are translated from abstract ideas into inexpensive and scaled down prototypes. This represents preliminary concepts visually through storyboards, role playing, simple apps, rough product models, etc. Prototypes allow users to experience and interact with solutions for meaningful feedback. Movable walls could be simulated with tape outlines and curtains on office floors.




Test Stage

Prototypes are then shared with users to identify issues and areas for improvement. Observing interactions, gathering feedback, and examining environments helps design thinkers refine concepts. The process repeats as testing reveals new insights to inspire additional ideation and prototyping. Testing cycles persist until solutions effectively satisfy user needs. Adjustable walls may have issues around storage when not in use that require rethinking the design.




Benefits

The design thinking methodology yields many benefits:




- Promotes user-focused solutions based on empathy and insight

- Encourages experimentation and creativity through rapid prototyping

- Fosters collaboration by valuing diverse perspectives in brainstorming

- Provides frameworks to apply creative processes to business challenges

- Yields innovative solutions not bounded by standard practices

- Facilitates cost-efficient development of concepts through iterative testing




Examples

Successful design thinking case studies span many industries:




- GE applied design methodologies to healthcare, using ethnography and observation to develop more senior-friendly hospital equipment like walkers.




- Bank of America created digital centers where specialists support remote video banking with tablets to provide personal assistance in underserved neighborhoods.




- SAP built attractive web design prototyping templates that facilitate user testing with interactive clickable models representing software in development.




- Samsung investigated family routines through in-home visits to uncover needs and design products like refrigerators with adjustable shelving and built-in whiteboards.




- IBM transformed their culture through design thinking, resulting in new strategies like their Enterprise Design Thinking program to spread methodologies internally.




Design thinking provides frameworks for human-centered innovation that can elevate experiences for users and organizations across sectors. Stanford's approach to creative problem solving continues to evolve and scale its impact across the world.

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