design thinking action lab: prototype and test
DESCRIPTION
Stanford Online: Design Thinking Action Lab Assignment # 7: Prototype and Test Submitted by Shamik ChowdhuryTRANSCRIPT
Design Thinking Action Lab
Service with a Smile:
Prototype & Test
Shamik Chowdhury
Problem Statement
The career coordinator at a hotel
school needs to explore ways to equip
her students with adequate knowledge, understanding, skills, and
wisdom, because she wants them to step into the hotel industry with greater confidence and self esteem.
Design Solutions
Prototype # 1
A blended learning
curriculum to leverage
“design thinking” and
“emerging technologies”.
Customized Self-Development Tools
Interactive and Blended Learning Solutions
Existing Student Curriculum
Student Engagement and Participation
Effective Learning Equation
Classroom Training
Online Learning
Benefits of Blended Learning
Balanced development of knowledge, skills
and behavior
More productive analytics, and better results, at same or
lower costs
Personalized learning experience, and better peer-to-
peer networking
Multi-platform accessibility, and smarter use of technology
Continuously adaptable content, and dynamic use of
media resources
What’s in the “Blend”?
Social
Learning
Platform
GamificationOnline
Videos
Classroom-based
Mentoring and
Personalized
Assistance
Custom
Learning
Paths Digital
Media
Resources
Connected.
Informed.
Engaged.
In a Nutshell…
Bouquets & Brickbats
+ Liked the concept of blended learning + Was open to the possibility of redesigning the curriculum to make it more engaging, interactive, and self-paced + Excited about leveraging technology + Found the concept of video-based performance support system interesting + Agreed that self-paced learning would shift focus to “learner-centric” content
What Worked
- Did not understand “social learning platform” - Was not convinced about cost-effectiveness of solution in the short term - Had concerns about technological considerations (LMS, portal, etc.) - Asked whether learners would be keen to explore new ways of learning - Thought the solution was “too big”
Improvements
? How long would it take to implement the solution ? How will you assess whether the solution is effective ? What about students who do not have access to tablets or smart phones ? What is “Nano” learning
Questions
! Do a small-scale intervention with only a part of the curriculum to begin with ! Conduct a survey among teachers and students to assess barriers and biases ! Work out approximate budgets for small-scale, mid-range and full-scale deployment ! Organize a series of trainings to sensitize teachers about their changing role
Ideas
Prototype # 2
An interactive, immersive,
and multi-platform learning
product that applies “game
design” to hotel school
education .
PCs/Macs
iPads / Tablets
Smart phones
H o t e l M a n a g e r
A game-based virtual simulation tool based on the theme of operating a hotel and managing guests
Game On!
Points: 4,500 | Level: 7
H o t e l M a n a g e r
A wide range of gaming elements and interactive learning resources
Menu Features
Maps
Points: 4,500 | Level: 7
Maps – Free-form (exploratory) play mode, with interactive maps that offer assignments, challenges, video learning nuggets, and tips and tricks
Interactive Maps
Maps
Points: 4,500 | Level: 7
Maps – An opportunity to explore hotel features and facilities without getting off the couch.
Animated Videos
Maps – Multiple viewing modes and responsive design.
Responsive Design
Missions
Points: 4,500 | Level: 7
Missions – 0bjective-based play mode, with interactive challenges to test customer orientation, problem handling, time management and communication skills
Level-Up Missions
Problem Solver
Rewards – Multiple outcome based feedback system, with the option of leveling-up, and gathering points and badges .
Rewards & Incentives
Badges
Points: 4,500 | Level: 7
Badges – A wide variety of badges and awards to drive user behavior, and employ game-based rules to trigger rewards, including time-based mechanics, activity missions, and integrated game mechanics.
Points & Badges
Library
Points: 4,500 | Level: 7
Library – A wide variety of learning resources that provide additional information, tips, guides, and further reading related to various game elements and missions.
Library of Resources
H o t e l M a n a g e r
You WIN when you LEARN… You LEARN when you WIN!
Game Over!
+ Loved the concept of “gamification” + Was excited about the possibilities of letting students access information on their phones + Liked the concept of “fun + learning” + Found the “points and badges” system interesting + Liked the prototype concept
What worked
- Wondered whether the effectiveness of solution would be handset-dependent - Asked if the game could be multiplayer - Had concerns about student interpretation of mission outcomes - Asked how the point and badges system could be converted into study credits - What about students who don’t like “gaming”
Improvements
? How long would it take to implement the solution ? How will you assess whether the solution is effective ? Would the game be an app ? How will you capture feedback and queries that are not “scripted” ? How will you convey that there is more than one way to solve a problem
Questions
! Provide “gaming” and “learning” as separate user-defined paths ! Include a game mechanism that allows players to seek help from peers ! Create a functional, low-res version if possible to test user acceptance ! Identify areas within the curriculum that support a “gaming” approach
Ideas
The Proof of the Pudding…
Thank You
Design Thinking Action Lab
Shamik Chowdhury