Design Think: Sports Technology

Introduction

How can we structure our design process to innovate solutions for an end-user?

Design Thinking is an iterative process in which we empathise, challenge assumptions, and redefine problems in order to come up with unique solutions that meet the user’s needs. This approach is both a way of thinking and working as well as a collection of explicit hands-on methods.

Program Overview

Using a common interest of students – SPORTS, they discover why the prevention of injury in sports and the subsequent rehabilitation after an injury is so important and unique to the individual. Students use Design Thinking Tools to Discover and Synthesis information that is specific to an end user. Using the data they have collected, they ideate and prototype using TECHNOLOGY sprints to target their design around a technology tool – such as robotics, app development, digital storytelling and more…..

Student Prototype Examples:

  • Head Injuries – Students test impact acceleration (g’s) on a players ‘head’ (sensor data) and design, test  and communicate a prototype pitch for their artefact.
  • Robot Physio – Students discover the best physiotherapy exercises and utilise either app development, augmented reality tools or a personal robot trainer to recover from their injury.
  • Data to the doctors – Student’s create or recreate, using video technology, an injury so they can better assess for treatment.
  • Boring Training – Students design an Augmented Training experience where the athlete can do something more than just go for a run.
  • Sustainable Protein – Students test different sources of protein and communicate the most sustainable way to source proteins for improved sport and environmental performance.

 

Curriculum Focus

Critical and Creative Thinking / Ethical Capabilities / Science / Digital Technologies / Design Technologies

Duration: 9.30-2.30pm
Maximum: 75 students per day