All new tools in your inbox: Be the first to know about new tools for learning with our e-mail notifications.

Exercise

Design Thinking

(2 ratings)
  • 1 Stars 50% (1)
  • 2 Stars 0% (0)
  • 3 Stars 0% (0)
  • 4 Stars 0% (0)
  • 5 Stars 50% (1)
(Add yours!)

Design Thinking is built on the experience andknowledged of different professions: engineers, designers, material scientists and chemists. It is used in several sectors because of its simplicity and results, focusing on human experience and usability.

Aims of the tool

Design Thinking aims at solving problems or questions
in a practical/ creative way and designing with a
view to a future outcome.
Design Thinking can be used in several fields but the
common aim is to follow a process to design a product
or service which will meet the needs of its users, in
a continuous loop cycle of questioning, prototyping,
trying it out, gathering feedback, improving it and repeating
the cycle. It is all about the users instead of the
developer trying to guess what their needs are.

Description of the tool

Design Thinking comprises different approaches and
methods. Some follow 4 steps, some follow 5 or 6.
The names of the steps can also be different.
Common to each of approaches is:
• Research (it can be called the “empathise stage”,
or questioning) - to identify the needs of the
target public or space.
• Ideation - to brainstorm possible outcomes,
taking into account the research done..
• Prototyping - to create a product or service,
a solution for the problem found, in the early
stages, without trying to make it the final
product yet Testing - to test the prototype and collect
feedback in order to improve it and meet the
needs of the users.
• Repeat - Repeat the cycle of prototyping, testing,
collecting feedback and improving until reaching
a final result, either due to time or resource
constraints, or due to a common agreement that
the final result was achieved with success.

THE POSSIBLE BENEFITS OF APPLYING IT
TO THE FIELD OF YOUTH WORK
One of the key elements that would benefit youth
work is the idea of not making assumptions about
what young people need or what may work for them.
Rather, it’s important to carry out research by asking
them directly, by creating new things and testing
them with young people, and to keep repeating the
process, involving young people directly. Young people
play an active part in the development of the new
approaches, methods and tools, that ultimately, will
be for them and made by them.
This approach can be used in the development of anything,
such as renewing a youth centre, creating a
game, re-designing youth spaces, creating training
modules, etc.

ASPECTS TO TAKE INTO CONSIDERATION
WHEN USING THIS APPROACH IN YOUTH WORK
Involve young people as soon as possible, starting
with the research stage, asking them questions in order
to gain a better understanding of what is needed
and how to achieve it.
Be open minded and ready to fail. It is ok if your
initial idea for developing something new does not
work or meet the real needs of young people. That
is why this methodology works well, ensuring that
whatever is developed, will see results in the end.
Repeat the cycle of steps as often as you may need.
Constant testing brings out new things to improve
and others to keep, improving the final output.

POSSIBLE COMBINATIONS
WITH OTHER METHODOLOGIES
Design Thinking is already a very good methodology
on its own. However, we recommend searching for
various approaches to implementing it and identifying
the one that works best for you. Besides that, any
other methodology that can add value to this one is
more than welcome.

2 OR 3 EXAMPLES OF THE METHODOLOGY
BEING APPLIED IN YOUTH WORK,
IN DIFFERENT CONTEXTS
1st example - Redesigning a youth space
Research the spaces that young people are using, especially
if you have a youth centre. Interview young
people to understand what is missing and what their
needs are. Brainstorm with the young people on how
to transform the space. Ask them to build a prototype
(it can be by drawing, using Play-Doh or Lego, or
any other material). Test it by sharing it with youth
workers and other young people and get feedback.
Improve the prototype and implement the new ideas
about the space.

2nd example - Create a learning programme
Ask young people what they would like to learn and
how. Brainstorm ideas with them: how to make a
schedule, the possibilities for learning different topics,
opportunities to learn with each other, etc. Design
a learning programme taking into account the results
of the previous steps. Test it by implementing it with
young people and gather feedback. Improve it, adapt
it according to the feedback obtained and implement
new tests.

WHY:
The biggest advantage of using this method is the involvement
of the young people who will use whatever
you are developing. They become an active part of the
process and have their voice heard.

INSTRUCTIONS
The method we describe is based on 6 steps. As noted
in the description of the methodology, you may find
other variants of Design Thinking.

1st Step - Identify the problem or challenge
What needs to be changed, is not working well, or
needs to be created from scratch? You may do that
by conducting interviews, having focus groups, desk
research or brainstorming.

2nd step - Insights & Needs
During your research, what did you find out? What
insights did you have (ideas to develop further)? Observe
your environment and users. What needs were identified that your product or service might fulfil?
We recommend using whiteboards or big flipcharts
and sticky notes to write down the insights and needs
you identify.

3rd step - Persona
Who will be the users of what you are developing?
Try to write down and draw the main characteristics
of the user. Imagine one single person who will be the
user, give them a name, write down their needs and
the reasons behind the needs. This will help you later
to develop the concept.

4th step - Ideas
Brainstorm possible concepts and any ideas of what
can be done or created. Do not limit yourself in this
stage and allow all ideas to be welcome. Draw or
write them down.

5th step - Prototype
Create a concept of what you want to develop. You
can draw or create a 3D model using Lego pieces or
Play-Doh (or any other material). If what you want to
develop is more abstract, draw the main things and
write down keywords.

6th - Test & Feedback
Open up your concept to users so they can try it out.
Be open to receiving feedback and collect positive
comments, criticism, questions and ideas.
Repeat the cycle or go back to step 4 to improve what
you have created. You can adapt this method and adjust
the flow to your requirements, since it’s a dynamic
cycle that interacts in all steps.

Comments

No comments have been posted yet.

If you want to comment on this tool, you need to be signed in with your MySALTO account. Sign in now

Rate this tool!

If you want to rate this tool, you have to be signed in.

Disclaimer

SALTO cannot be held responsible for the inappropriate use of these training tools. Always adapt training tools to your aims, context, target group and to your own skills! These tools have been used in a variety of formats and situations. Please notify SALTO should you know about the origin of or copyright on this tool.

Tool overview

Design Thinking

http://toolbox.salto-youth.net/2720

This tool is for

HOW TO APPLY IT FOR PEOPLE WITH DISABILITIES OR FEWER OPPORTUNITIES: The method can be applied to any target group. The adaptations will necessarily depend on the needs of the users, but since they are an active part of the process and one of the steps is identifying their needs, this method is inherently inclusive.

and addresses

YOUTH in ACTION (YiA) programme

It is recommended for use in:

Strategic Partnerships

Duration:

1-2 hrs

Behind the tool

The tool was created by

Unknown.

(If you can claim authorship of this tool, please contact !)

The tool was created in the context of

FUTURE LABS - New Digital and Social Innovative Tools for Youth Work

The tool has been experimented in

1st international training in Slovakia

The tool was published to the Toolbox by

Kari Keuru (on 29 March 2020)

and last modified

17 January 2020

back to top