THE CINDERELLA CHALLENGE
Activity Description: In this lesson students develop empathy skills as they design prototypes based on the needs of the characters in the fairy tale “Cinderella.”
Activity One: The Story of Cinderella
1. Read the story of Cinderella to your class. You can use the online version athttp://www.bbc.co.uk/cbeebies/fullscreen/stories/cinderella.shtml.
Activity Two: Role Playing Scenarios
Teacher Note: Role-playing is a method for stepping into someone else's shoes, taking on a persona, and acting like that person in a particular scene that you've constructed with other characters. From there, one is able to focus in on the person-to-person interactions he or she is having as that character.
1. Role play the following scenarios using the character dolls:
ROLE PLAY NUMBER ONE: Two Stepsisters and Cinderella
The kitchen is full of dirty plates and dishes and the fireplace is full of soot. Cinderella has fallen asleep by the fireplace, and her sisters rush into the room making a lot of noise. They are unhappy with the mess and start to blame Cinderella.
ROLE PLAY NUMBER TWO: Cinderella
Cinderella is scrubbing the floor and is really tired from all the work she has done. Her mean stepsisters are getting ready to go to the ball, and they want her to help them get dressed. More than anything, Cinderella wishes she was going to the ball.
ROLE PLAY NUMBER THREE: The Prince and His Father
After the ball, the prince realizes he is going to have a really hard time finding Cinderella with just her glass slipper. He is very unhappy.
Activity Three: Point of View Statements
As a class, create a point of view statement for Cinderella, the prince, and the two stepsisters. Record the statements on the board.
User Need + Insight= Point of View Statement
Activity Four: Ideation
1. Divide the class into small groups. Assign each group one user and a point of view statement.
2. Ask the students to brainstorm ideas based on their assigned users’ needs and the point of view statements.
Activity Five: Building Prototypes
1. Provide the students with an assortment of materials. Ask each group to design a prototype for their assigned user.
Activity Six: Testing Prototypes
1. Have the students test their prototypes of users. Ask them to incorporate what they learned from the feedback and modify their prototypes. Ask each group to present its prototype to the entire class.