Professional Documents
Culture Documents
After the correct answers have been revealed, consider the questions below. Be prepared to share your answers
with your group and the class.
TRUTHS MYTHS
MODULE 1
Design Thinking
Have you ever tried to solve a problem for a friend? Have you ever asked for someone else's opinion about
possible solutions to this problem? Of course, you have! You are already a design thinker; you just may not have
realized it. Design thinking is all around us. From corporate executives to computer programmers to farmers to
students in a classroom, people use design thinking to solve problems every day. Design thinking is a
straightforward and systematic (following a series of steps) way of identifying and approaching a solution to a
problem. Today, you will discover the steps of the design thinking process and have an opportunity to apply
what you have learned to propose a solution to a real-world problem of your own! Today, you are going to
think like a computer scientist. So, get ready to goIT!
Activity #1
For 60 seconds, list as many professions that you can think of that use design thinking.
Don’t let your pencil stop moving!
MODULE 2
Design Thinking
Activity #2
In your teams, use the cards provided to match the step of the design thinking process with the appropriate
description of that step. Only once the time is called will the final answers be reviewed and captured in the
boxes below.
ILLUSTRATION
STEP IN MY OWN WORDS (Draw what this looks like to you)
5
MODULE 2
Design Thinking
Activity #3
Case Study Practice. Using your understanding of the design thinking process, consider the provided excerpts
(parts of a larger piece of writing) to answer the corresponding questions. Use the organizer below to record
your answers and provide a rationale for your responses.
CASE STUDY ANSWERS Answer the case study scenario questions. Be sure to provide your rationale.
Hector
Mia
Rohit
Cathy
Tamika
Daniel
MODULE 3
1. Helping those who currently live on $1.25 a day 13. Create affordable housing and basic services
across the world. for those in vulnerable situations.
2. Fight and end harmful diseases that spread by 14. Reduce waste generation through prevention,
air and water. reduction, recycling, and reuse.
3. End discrimination against women and 15. Reduce the amount of youth who are not in
girls everywhere. education, employment, or in training.
4. Provide access to safe and affordable drinking 16. Create and promote affordable Internet
water for all. services for all.
5. Promote the inclusion of everyone, no matter 17. Protect and maintain underwater and
their age, sex, disability, ethnicity, religion, or coastal ecosystems.
another status.
18. Increase the prevention of drug and harmful
6. Equal access to affordable quality education alcohol abuse.
and training for all.
19. Making sure that all women have equal
7. Increase the use and access to renewable opportunities in the workplace.
energy across the world.
20. Stop all violence and abuse for everyone
8. Making sure everyone has access to safe and everywhere.
nutritious food all year round.
21. Create sustainable ways to produce food that
9. Access to affordable transit services in our local help to maintain our local ecosystems.
cities (buses, trains).
22. Make sure that students have access to safe,
10. Increase services to prepare for natural educational facilities and inclusive learning
disasters for all countries. environments.
11. Create job opportunities for all with equal pay 23. Access to financial services for small companies
for work of equal value. that focus on research for technologies in cities.
12. Stop and prevent poaching and trafficking 24. Promote the rule of law and the equal access to
endangered wildlife. justice for all.
MODULE 3
Created by
Arizona State University
MODULE 3
Created by
Arizona State University
MODULE 3
because...
Created by
Arizona State University
MODULE 3
Created by
Arizona State University
MODULE 3
In the space below, complete the sentence starter in large, neat writing.
(Your classmates will be reading this)
Created by
Arizona State University
MODULE 3
4
MODULE 3
4
MODULE 3
6
MODULE 4
If you are designing a webpage, or in our case an app, the interface is what a user sees and how they will
interact with the app. In the initial stages of a project, when ideas aren't quite fully formed, it's good practice to
wireframe the layout of your mobile app by stripping away all design elements to help define and better
communicate the layout and plan for functionality (what it does) and user flow (how the user sees it).
Whether you create them using a whiteboard, pencil and paper, web-based tools, or using a graphic application,
effective wireframing and planning play a critical role in the success of your product.
Wireframes are basic sketches or designs that skip colors, fonts, sizing, and graphics to focus on functionality,
space, content, and the flow of one screen to another. To be sure the sketch is understandable, it should have
items that represent placeholders for logos, images, text, navigation and menu bars, buttons, and headers.
Below is an example of how a wireframe can influence the final user interface design. (See page 4 of this
document for a more detailed wireframe).
Wireframe of
User Experience
Completed
User Interface
MODULE 4
Use the following guidelines to help you create a wireframe for your app.
Wireframing
Workflow to Get
You Started
This workflow outlines
the general steps for
developing a wireframe
from scratch.
Remember, though, a wireframe is a basic sketch, not a work of art. Use placeholders for logos and graphics by
writing the words on the page. Consider these questions:
1. Graphics: What graphics will you include? Where will you place the graphics on the page or screen?
2. Text: What text will you include? Where will you place text on the page or screen?
3. Navigation: How will you organize the graphics on your screen to provide the best UX for your
stakeholders? Things that help—individuals do not like to relearn how to use apps.
MODULE 4
Use the Principles of UI and UX to Help Guide Your Wireframe and Storyboard
Check the box under “Done” if you have applied the principle to your prototype.
Minimize Clutter
Keep only the necessary and critical components on a screen. UI
Too much extra stuff can overwhelm a user.
Make It Pretty
Users are more likely to use the app and enjoy their experience if the UI
app uses items that are visually appealing, such as colors or photos.
TASK 1 TASK 2
Prototyping
STEP INSTRUCTION
9
MODULE 5
Prototyping
STEP INSTRUCTION
10
11
12
13
14
15
16
17
18
19
20
MODULE 5
Prototyping
VIDEO TUTORIALS
Creating a Project
à What you’ll need to get started. 0:48 bit.ly/goITApp1
à Creating a project.
Creating a Button
à Adding a button to your app.
à Using component properties. 0:39 bit.ly/goITApp2
à Renaming and deleting components.
Layouts!
à Moving your components around the screen. 0:58 bit.ly/goITApp6
à Using tables to organize your screen.
Pitch
#1
Pitch
#2
MODULE 6
PART 1 PART2
What makes somebody an excellent presenter? What makes a great PowerPoint presentation?
MODULE 6
Your stakeholders;
Competitors who cares and why?
Something interesting to
Future Ventures grab the audience's attention.
8
MODULE 6
Parts of a Pitch
Order and Definitions
1. Introduction
Name, name of your app, one sentence that defines the goal of the app.
2. Hook
Draw in your audience with a question, story, or skit.
3. Identified Problem
The problem you and your team are working on, supported by statistics, numbers,
or research with sources.
4. Solution
YOUR APP! Define your app’s goal, along with the features that help solve the problem.
Explain by using your storyboard!
5. Target Market/Stakeholders
Who cares about your app and why? Name three to four targeted stakeholder groups.
6. Competition/Market Research
What other businesses, apps, etc. are trying to solve the same problem you are,
what do they do, and why are you different?
7. Future Ventures
What are the next steps for your app? Do you want to scale (think small first), build your app,
add exciting new features?
8. Ask
What will you need to make your future ventures happen? Money? Marketing help?
People to download the app? Be specific as to WHY you need these things.
9. Thank You
Thank the judges for their time!
JUDGING RUBRIC Team Name: Total Score: /27
The definition of the problem was The definition of the problem was
à Defined community problem. The definition of the problem was
Define Problem clear and was supported by clear but was not supported by any
à Used data (numbers, statistics). vague and hard to understand.
real-world evidence (e.g., statistics). real-world evidence (e.g., statistics).
The app solution was somewhat The app solution and relationship
à Community-related app focus? The app solution was clear and
Concept clear and had some connection to to the stated problem were difficult
à Directly addressed the stated problem. directly related to the stated problem.
the stated problem. to understand.
SOLUTION
à Walkthrough of storyboard OR Prototype illustrated 2–3 intuitive Prototype illustrated vaguely
Prototype failed to illustrate features
Prototype digital prototype. features that directly address 2–3 features that somewhat address
that directly address the problem.
à Clearly explained 2-3 features. the problem. the problem.
à Captured audience’s attention The group produces an effective, The group produces a sales pitch for The group attempts to produce a
Pitch Delivery à Shared responsibility engaging, and polished sales pitch for the app. Some elements were effective sales pitch for their app, but it is
& Presentation à Eye contact their app. Great attention to detail and engaging. More planning was mostly incomplete, lacking cohesion,
à Spoke clearly. and careful planning is Demonstrated. needed to improve the Presentation. conviction, and Planning.