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STEAM Design Thinking Guide

The document outlines the design thinking framework, which is a 5-step process used to guide students in solving problems. The 5 steps are: empathize to understand user needs, define the problem, ideate potential solutions, prototype ideas, and test/refine solutions. For each step, common facilitator and student actions are described to help plan a project using this framework. A blank template is also provided to customize the framework for a specific project.

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Talona Kriss
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0% found this document useful (0 votes)
89 views3 pages

STEAM Design Thinking Guide

The document outlines the design thinking framework, which is a 5-step process used to guide students in solving problems. The 5 steps are: empathize to understand user needs, define the problem, ideate potential solutions, prototype ideas, and test/refine solutions. For each step, common facilitator and student actions are described to help plan a project using this framework. A blank template is also provided to customize the framework for a specific project.

Uploaded by

Talona Kriss
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

You for Youth | STEAM 1

Design Thinking Framework: Project Planning Template


Use this framework as you plan how to guide students through the five stages of the design
thinking process. This page gives common facilitator and student actions at each step. You can use
the template on the next page to develop a framework that’s tailored to your specific project.

Facilitator and Student Actions


Step Facilitator Actions Student Actions

 Introduce the general topic and help  Identify one or more problems or issues related
students connect it to their personal to the topic.
Empathize experiences.  Research the problem or issue by doing online or
Research  Explain “market research” as the first library research. 
users’ needs. step in design thinking.  Research users’ needs by reviewing available
 Give students access to data collection information and collecting data on users’ needs.
tools and processes.

 Ask open-ended questions.  Analyze and synthesize the information collected


 Guide students to use the “five whys” in the Empathize step.
technique to identify the root cause of  Use the “five whys” questioning technique to
Define
the problem. identify the root cause of the problem.
State users’
 Provide feedback as students develop a  Write a clear needs statement.
needs.
clear needs statement.   Make sure the needs statement is based on data,
not on assumptions or biases. 

 Guide students as they analyze and  Use the root problem and needs statement
Ideate
synthesize the information they’ve developed in the Define step to brainstorm
Brainstorm
collected on users’ needs. possible solutions.
possible
 Guide students through solutions to the  Conduct additional research if needed.
solutions.
root problem

 Provide initial feedback on prototype  Identify which solution you’ll develop.


feasibility.  Draw and design the prototype.
Prototype
 Provide materials.  Determine and collect needed materials.
Create
 Monitor progress, ask guiding  Build the prototype.
solutions.
questions and provide support.

 Help set testing parameters and safety  Describe the testing parameters and safety
measures. measures.
 Monitor testing, ask guiding questions  Outline the steps for testing.
Test, Refine,
and provide support.  Decide on the measures of success.
Repeat
 Guide students to continue refining  Determine the data to be collected.
Try out
their solution if testing reveals a design  Run tests.
solutions.
flaw.  Record observations and results.
 Provide feedback and encouragement.  Collaborate to decide if refinements are needed
and, if so, what to try next.

“The greatest sign of success for a teacher is to be able to say


‘The children are now working as if I did not exist.’”
Maria Montessori

This resource is in the public domain. Authorization to reproduce it in whole or in part is granted. This resource was
funded by the U.S. Department of Education in 2020 under contract number ED-ESE-14-D-0008. The views
expressed here are not necessarily those of the Department. Learn more about professional development planning
and 21st CCLC learning at [Link]
You for Youth | STEAM 2

Design Thinking Framework: Project Planning Template

This resource is in the public domain. Authorization to reproduce it in whole or in part is granted. This resource was
funded by the U.S. Department of Education in 2020 under contract number ED-ESE-14-D-0008. The views
expressed here are not necessarily those of the Department. Learn more about professional development planning
and 21st CCLC learning at [Link]
You for Youth | STEAM 3

Design Thinking Framework: Project Planning Template

Design Thinking Framework Template

Step Facilitator Actions Student Actions

Empathize
Research
users’ needs.

Define
State users’
needs.

Ideate
Brainstorm
possible
solutions.

Prototype
Create
solutions.

Test,
Refine,
Repeat
Try out
solutions.

This resource is in the public domain. Authorization to reproduce it in whole or in part is granted. This resource was
funded by the U.S. Department of Education in 2020 under contract number ED-ESE-14-D-0008. The views
expressed here are not necessarily those of the Department. Learn more about professional development planning
and 21st CCLC learning at [Link]

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