Design Thinking Project Outline

CMR 442
Design Thinking Project Outline
Design Thinking is an iterative process, which means we repeat several steps in order to refine our innovation or solution through customer-centric efforts. For this project, follow the outline provided below. Please use the same headings and numbering for your final project.
Ideations and prototypes can take several forms. If you sketch out your ideas or handwrite or draw your storyboards or other designs, take a picture and include them in this report. Do the same with any prototypes you develop. The purpose of this report is to document your way through the Design Thinking process.
1. Project Identification and Planning
1.1. Problem/Opportunity Identification Stage
1.1.1. 2.4 million (9.6 percent) of school-age children aged 6 to 11 years. 3.3 million (13.6 percent) of adolescents aged 12 to 17 years… those are the statistics for children with ADHD. Attention-deficit/hyperactivity disorder in children can make it very difficult for children to focus which affects their learning. Not all schools are equipped with staff to help these students and so they fall behind which is not fair because it’s not their fault. Something we believe can help solve this problem is a fidget desk which allows these students to fidget their way to being able to focus better.
1.1.2. We see the opportunity to grow into schools everywhere, helping these students across get the education they deserve whether they be in kindergarten, high school, or college.
1.1.3. Schools are the target however those who will benefit most from our desk are the students.
1.1.4. We will define success by seeing not only more and more schools taking advantage of the fidget desk but also by seeing that they truly are helping students improve. The more schools we can get into, the more successful we are. Some KPIs to measure our success are the number of desks sold, number of schools sold to, return rates, number of returning customers, and profit margin.
1.2. Project Planning Stage
1.2.1. Empathy
March 1-3 talk to individuals and gather information.
· Do fidget spinners help kids focus?
· What are ways to help kids with ADHD focus?
· Are there any drawbacks?
1.2.2. Define
March 4-5 refine the question to come up with a solution
Create Journey Map
Step 1: Talk and Gather information
Step 2: Use the information to design a gadget
Step 3: Prototype and test
1.2.3. Ideation
March 8-12 Brainstorm designs and ideas to improve the flaws.
1.2.4. Prototype
March 15-19 design and build a prototype. Once the prototype is built; it will be distributed among different users for information gathering.
1.2.5. Test
March 22-May 1 continue to test prototypes passed among various users and make changes if necessary.
1.2.6. Our group consists of two people: Karissa Brewster and Tommy Duong. Our expectations are that we will work well together as a team and create a product together that will help solve a problem we believe to be common and that needs attention. We will each participate in each step as well as work together to complete the final project assignment and what we will turn in.
2. Empathy
2.1. Interview three to five people (may include classmates) who you think may benefit from the problem you solve or the new product or service

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