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.
How might we engage students into more active and healthy? 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…..
KIOSC FIT: Students research reasons why it can be difficult to get kids motivated in physical activity. Using this information, students ideate and prototype a gamification of a sporting game using Scratch Coding and Makey Makey.
This picture shows a foil conductive basket ball when shot into the cup completes the circuit and the score on the computer goes up by one.
- Robot Physio (1 class only) – Students discover the best physiotherapy exercises and utilise either app development, augmented reality tools or a personal robot trainer to recover from their injury.
- Sustainable Protein (1 class only) – Students test different sources of protein and communicate the most sustainable way to source proteins for improved sport and environmental performance.
Critical and Creative Thinking / Ethical Capabilities / Science / Digital Technologies / Design Technologies
Maximum: 75 students per day