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Design Thinking Hawaii: Assessment. GradingFeedback.

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Presentation on theme: "Design Thinking Hawaii: Assessment. GradingFeedback."— Presentation transcript:

1 Design Thinking Hawaii: Assessment

2 GradingFeedback

3 Type OutcomeProcess

4 4

5 Descriptions of user empathy supported by many examples of emotions, physical necessities and behaviors, including a variety of surprising insights and deep needs. Human centeredness (user empathy) is expressed through descriptions of human emotion, physical necessities, surprising insights and/or needs on the part of users. Limited examples of user empathy with few surprising insights or needs included. Little to no description of user empathy. empathy ✔ Team 1 Team 2 Team 3 Student Design Thinking Growth Goal: To develop inspiration for design decisions based on in depth human centered needs. Purpose: To procure deep seated values, beliefs and needs from people that uncover human centered problems Team 4 Team 5 Team 6

6 In addition to ✔ prototypes are tested in a thorough manner that shows thoughtful analysis how feedback was used in each iteration. Through prototyping, getting feedback and iterating, student created a solution that addressed user needs. There is a clear record of how iterations to the prototype incorporated feedback from users to better address user needs. Prototyping provides partial solution for needs. Little or no iteration or evidence of responding to feedback. Little or no prototyping accomplished. No indication of responding to feedback. prototype/test ✔ Team 1 Team 2 Team 3 Student Design Thinking Growth Goal: To generate solutions based on responses to iterative prototypes instead of just making a representation. Students should focus on human centered feedback and show a bias towards action while developing ideas. Purpose: To quickly create manifestations of an idea in order to test ideas and to iterate failures Team 4 Team 5 Team 6

7 7

8 Many needs uncovered include emotional, physical, obvious/non- obvious Some needs uncovered Very few needs uncovered. Many are mainly solutions. Documented proof that needs come from external sources Needs are mixture of made up and coming from external sources Needs are made up or disconnected from any sources Student/team: place student initials or team name next to the category that best describes their process work Follow empathy procedures like a script. Have trouble deviating from that script Constantly seek novel, complex patterns in empathy data Can occasionally identify unexpected topics and pursue them Are able to identify interesting topics as they arise and pursue them in depth Students start to look beyond surface level empathy data Only look to capture the most basic empathy data NoviceIntermediateExpert Place student initials or team name along the spectrum Empathy Outcomes: Needs Empathy Evidence: Where do the needs come from? Empathy Behaviors Biases towards uncovering beliefs, values, and behaviors Has trouble identifying beliefs, values, and behaviors Able to identify a few beliefs, values, and behaviors

9 Proof that iteration comes entirely from testing prototypes Iteration comes partially from testing prototypes Little evidence of iteration coming from response to testing Student/team: place student initials or team name next to the category that best describes their process work Prototypes made only to model an idea Students create various prototype and iterate on ideas Prototypes created with the intention to learn more about an idea Disputes settled and questions answered primarily by building and testing prototypes Students make a few prototypes with some iteration on ideas Students create one or two prototypes without iterating on the idea NoviceIntermediateExpert Place student initials or team name along the spectrum Prototype/Test Outcomes: Frequency Prototype/Test Evidence: Where does the iteration come from? Prototype/Test Behaviors Spend little to know time testing prototypes Spend time developing testing conditions for prototypes Create extensive testing scenarios as a way to maximize learning from prototypes

10 Prototyping Dexterity: Creates variety prototypes throughout the entire process as a way to continually develop understanding for problems NoviceIntermediateExpert Place student initials or team name along the spectrum Creative Confidence Link to Human Needs: At all times can justify design decisions based on evidence from human feedback Reframing Problems: Can state a strong point of view but never becomes too attached to any given problem definition or solutions. Prototyping Dexterity: Only constructs basic prototypes in order to represent idea Link to Human Needs: Few of the design decisions are based on evidence from human feedback Reframing Problems: Can define a problem but often cannot let go or change perspective Prototyping Dexterity: Creates some prototypes to test and understand solutions Link to Human Needs: Some design decisions are based on evidence from human feedback Reframing Problems: Can state a point of view and occasionally redefine the problem Place student initials or team name along the spectrum

11 Assessment GradingFeedback

12 Type OutcomeProcess

13 Creating Assessments What things would we like to assess? What might these things look like? How might we capture these things?


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