The Wallet Project: 3


    /groups/designresources/search/index.rss?sort=modifiedDate&sortDirection=reverse&tag=pageslist/groups/designresources/search/?sort=modifiedDate&sortDirection=reverse&tag=pagesPagesCustomTagSidebarCustomTagSidebar?sort=modifiedDate&sortDirection=reverse&tag=pages0/groups/designresources/sidebar/CustomTagSidebarmodifiedDate5CustomTagSidebarreversepagesPagescustom/groups/designresources/search/index.rss?tag=hotlist/groups/designresources/search/?tag=hotWhat’s HotHotListHot!?tag=hot0/groups/designresources/sidebar/HotListNo items tagged with hot.hot/groups/designresources/search/index.rss?sort=modifiedDate&kind=all&sortDirection=reverse&excludePages=wiki/welcomelist/groups/designresources/search/?sort=modifiedDate&kind=all&sortDirection=reverse&excludePages=wiki/welcomeRecent ChangesRecentChangesListUpdates?sort=modifiedDate&kind=all&sortDirection=reverse&excludePages=wiki/welcome0/groups/designresources/sidebar/RecentChangesListmodifiedDateallRecent ChangesRecentChangesListUpdateswiki/welcomeNo recent changes.reverse5search

    The Wallet Project is 90-minute (including debrief) fast-paced project though a full design cycle. Students pair up, show and tell each other about their wallets, ideate, and make a new solution that is "useful and meaningful" to their partner.

    What is it?

    A group activity (from 2 to 100+ participants) in which students rapidly do a "full cycle through the design process." The project is broken down into specific steps (of a few minutes each), and student have worksheet packets that guide them. In addition one or two facilitators (not participating in the project) prompt each step, and add some verbal color and instruction.

    What students learn?

    Participants get the feel of a design approach, gain some shared vocabulary, and get a taste of each design "mode" (empathize, define, ideate, prototype, test). [Note: the activity is great, regardless if you choose to teach "process" with these steps.] Specifically, we hope students see the value of talking with real people to help them ground their design decisions, that low-resolutions prototypes are useful to learn from (take an iterative approach), and to bias toward action (you can make a lot of progress in a little bit of time if you start DOing)

    What we give you?

    What else you need?

    Computer/projector (optional),
    face-to-face seating (cocktail tables are best),

    Notes and helpful hints: