School Design with Design Thinking
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1 School Design with Design Thinking, Alpha: Blanca Alvarado Middle Snapshot Opened: 2012 Location: San Jose, California First Year API: 828 (above the California s bar for excellence) Next Generation Learning Challenge and Silicon Schools Grantee Serving: 380 students and their families History To create better secondary school options for their children, a group of parents on the East Side of San Jose organized to create. Recruiting John in the Fall of From the beginning, parents made clear their expectation that Alpha design and open a high school to serve their students in the Fall of To ensure that the community s needs and the unique context of East San Jose continued to lead Alpha s work, Alpha chose to use design thinking s user-centered approach to design its Student Body Ethnicity Hispanic 91% Asian 7% Student Body Learners English Language Learners 45% Special Education 12% Assets Challenges Community Free or reduced lunch 96% Engaged and organized parents Located in the resource-rich Silicon Valley Supported by an existing charter management organization Language barriers (Spanish, Vietnamese) Political tension between charter and traditional schools Reaching all community members Time: 2-year runway to design and launch the school Time: design thinking is a time-intensive process Talented volunteers Busy volunteers Flexibility: as a new organization, able to design a high school from scratch 1
2 Why Design Thinking for Alpha? Design Thinking Overview What Design thinking is a creative and collaborative problem solving process that teams can use to develop innovative solutions. Also known as human-centered design, it starts with a deep understanding of people their needs, values, and motivations. The process cycles through a series of steps that combine research, analysis and creative thinking to make and solutions for positive impact. Why Design thinking compels designers to empathize deeply with students and families before designing anything. This is followed by creating, testing and re-making solutions with input from the community. This process not only increases the viability of the solution but also the community s willingness to embrace it. How 1. Discover gain empathy, uncover needs 2. Ideate brainstorm freely, create solution concepts 3. Prototype make and re-make solutions with user input Mindsets Community-centered Collaborative Action-oriented Experimental John Glover, Alpha s founder, hired Will Eden, an experienced high school teacher and education entrepreneur, to spend a year developing an innovative high school model that supports all students on a path to college and career. As they approached the high school s design, Will and John recognized two things: 1. They needed to understand east San Jose s unique context. 2. Ultimately, Will and John chose design thinking for its emphasis on: Understanding needs within our unique context: Like all communities, East San Jose is comprised of a distinct set of family circumstances, cultures, beliefs, and experiences. Before designing anything we needed to clearly understand our students and families (our users ) needs within this context, not as we interpreted them, but as they did through their experiences. A community-driven approach: Too often students and parents are removed from the school design process. Design thinking demands that school designers closely involve students and families throughout the process. Escaping the system: The design thinking process forces school designers to solutions. Adapted from Design Thinking for Educators by IDEO and Riverdale Country School 2
3 Build a Team Overview Why Design thinking is a team activity. While a core team is needed to lead backgrounds that help to expand beyond the perspective of those closest to the school. How 1. Outline the process and timeline, set expectations 2. Identify a leader and committed core team of 3. Engage others strategically as thought partners and PREP Build A Team Residence. As the only non-volunteer working on the project, Will engaged in every aspect of the design process. With the help of Alison Elliott, an experienced design thinker and Alpha board member, as well as a design thinking consultant from IDEO, Will developed a design process. The process included expectations for team members and a timeline that would complete the project over the course of three months, in time to submit the school s charter petition. To assemble a team with diverse perspective and experiences, Will recruited team members from an informal network that included teachers and parents at Alpha Middle School: Blanca Alvarado, local high school students, and other skilled professionals, some of whom had professional backgrounds in education and some who did not. Will explained the one meetings. Planning for a large design workload, Will invited twelve members to join the team. geographically dispersed nature of the team, Will hosted two separate on-boarding sessions to connect team members, provide context for the project, and explain the process. To enlist the expertise of potential team members who were not selected or who could not join, Will also asked several education experts to serve as thought partners on particular topics throughout the process. Key Learnings Balancing diversity and focus: Including a diverse set of perspectives and expertise on your team is important, but don t let your team become too big. Identify a core team of 3-5 individuals who can drive the design process. Commitment: Even if most work will be done with volunteers, do not compromise on the commitment the design process requires. Process manager: Appoint a process manager to make sure the design process and other protocols are followed. It is surprisingly easy to deviate from the design process and lose focus on users. Team training: Design thinking takes time to learn. Invest half a day in training team members in the design thinking process by completing a short design thinking experience. Clear communication: should hold at least one meeting each week to provide the team further context to 3
4 Discover Overview What Frame: Every design challenge begins with a frame, an openended question that does not imply a solution. Empathize: To understand the experience of students and families, designers immerse themselves in the community to gain insights. Synthesize: Why To gather insights and uncover unseen needs, that will allow designers to understand the challenges and create the most How Frame 1. Create an open-ended design challenge Empathize 1. Develop a capture protocol 2. Arrange interviews and observations 3. Complete interviews, observations Synthesize Identify patterns within 3. Create user needs statements Adapted from Design Thinking for Educators by IDEO and Riverdale Country School STAGE 1 Discover Frame To create the initial open-ended frame we would design within, Will and Alison spoke with several families about their ultimate goals for their students. They framed the design challenge by creating an open-ended, How Might We (HMW) statement. How might we increase the number of high school students in East San Jose who are prepared to persist in higher education? Empathize In order to gain a deep understanding of the community beyond the typical demographic and performance data typically considered in school design, the team conducted extensive interviews and observations. Will created guidelines and a capture protocol using resources from the Stanford d.school and IDEO to prepare for the interviews and also to assure that notes and artifacts could be shared among the many members of the design team. Will arranged interviews and observations through direct outreach and through informal networks. To reach community members whose voices are less often heard, the team canvassed the neighborhood, knocking on doors to interview students and families. Pairs of design team members conducted each interview, allowing one interviewer to ask questions and engage the user, and the other to capture the interview. If the interviewer needed translation, Alpha parent volunteers assisted. To provide each pair some initial direction, Will provided every team member a set of questions to begin the interview. As dig deeper into these interests. In all, the team interviewed over 80 community members. 4
5 To gain insights beyond those revealed in interviews, the design team also observed students in classrooms. Arranging observations in local high schools was challenging given competitive tensions, and the number of observations the team was able to complete was limited. Synthesize highlights of their interviews and observations. To capture and share each team member s placed them on the surrounding walls. To identify trends throughout the interviews, groups scanned the posted notes on the wall and re-positioned the notes into clusters where they saw patterns. Teams then stepped back to identify common themes, needs, challenges, and assets within those patterns. To keep the process user-centered, teams made they would design for. Teams loosely based included the basic characteristics of the user as well as their needs, challenges, and assets. These composite users embodied the common themes, needs, challenges, and assets teams found within the posted notes on the wall. Example: Name: Marisol General Description: Mother of three. Lives in the Mayfair neighborhood with her Needs: Assets: To understand the paths available for her student after high school US education system and to understand the value of a college degree Extremely strong family network Works odd hours and has volunteered during the day at school Older child who can help his younger siblings Challenges: Isolated from neighbors and community outside of her family Unsure of her family s permanence in the US Works odd hours and is home inconsistently at night Limited education: completed some high school in Mexico Language barriers 5
6 to write several user needs statements. These needs statements focused the large initial frame of our design challenge to a more focused challenge to design for. Example: Needs Statement Marisol needs to build relationships with others who can support her children s education because she needs help navigating the education system and is isolated from those who could support her. Key Learnings Frame Wide > narrow frame: Begin with a big frame. However, move quickly to learn from your users, so they can direct and narrow your focus. Empathize Depth > breadth: Go deep with fewer interviewees, rather than interviewing more people. Reach: Trusting relationships are the key to accessing the hardest to reach users, particularly those in other school communities. For those who are hardest to reach, it may be necessary to knock on a few doors. Observe!: came from observing the discrepancies between what a user says they do and a user s actual actions. This was particularly true when it came to understanding how students learn. Most interviews tended to focus on the external factors Regarding the interview process, it is quite helpful to invest 1-2 hours in practicing the techniques with your team. Train your translators too: bias, they must know the interviewing techniques. Synthesize Make a choice: Challenges in education are complex and multifaceted. Accept that you will not be able to address every challenge in one project, and work to identify the highest-impact challenges for design - ideally, embrace a single challenge. 6
7 Ideate Overview What The ideate stage uses brainstorming to generate as many solutions to a design challenge as prototype. Why To create as many potential solutions as possible, so that designers can select or combine. STAGE 2 Ideate The day following our synthesis session, we gathered at Clever s headquarters to brainstorm solutions to the user needs statements we created the day before. group with a narrowed and focused design challenge to brainstorm solutions for. Example: HMW HMW help Marisol build a network of people who can help her navigate the US education system? Writing these HMW questions at the top of a large piece of butcher paper, group members volunteered their solutions to the group. A scribe in each group recorded these ideas on the butcher paper. Voicing ideas aloud was an important part of building and maintaining energy in each group. To push each groups solutions away from conventional solutions, after an initial 5 minutes of open brainstorming Will gave all groups extreme constraints. These included, Your solution must cost $1 million and Your solution can only cost $1. Teams then continued brainstorming under the common constraint. As teams completed their brainstorm, we introduced a group of experts from a within education - school leadership, education technology, policy - to provide feedback on their ideas, and to help them generate more. Groups generated numerous ideas, but could only take one at a time to the prototyping stage. To select an idea to move forward, each group member circled the 2-3 solutions they were the most excited to take to prototyping. The group then selected a single idea, or combined several ideas into one idea to prototype. 7
8 Key Learnings Outing and avoiding biases: In the future, we would have every participant begin by writing their perfect solution to reveal possible biases and then make one group member responsible for forcing others away from their biases during the brainstorming process. The role of secondary research: solution brainstorming, there is a role for secondary research in the form of expert inputs, proven models, and academic research. We needed to strike a better balance so that our teams weren t disregarding the elements of strong existing solutions. Non-negotiables: It s extremely important at the beginning of any design challenge, For example, Alpha believes that external rewards for positive behavior aren t appropriate at the high school level. Consequently, a solution that provided students rewards in exchange for good behavior would violate one of our core tenets. Thinking outside of the box: solutions groups generated outside of the box. Combining kernels: The groups best ideas came from combining the kernels of conventional solutions with the kernels of crazy solutions. Experts added useful ideas during brainstorming, but sense to engage them strategically as consultants throughout the process. 8
9 Prototype Overview What A prototype is a tangible representation of a solution that students and parents can experience and use to provide feedback to designers. Why To gather students and parents reactions to solutions, so designers can quickly learn from their make the solution. How 1. Understand what questions you have about a solution and develop a prototype to elicit answers 2. Create a quick and rough representation of the solution. Prototypes can take a variety of a cartoon, a cardboard construction, and many more 3. Invite students and parents experience the prototype and collect their reactions 4. Rapidly iterate your prototype, making changes based on feedback STAGE 3 Prototype (and Supplemental Ideation) Integrating Secondary Research At this point in Design Thinking, we would typically focus on prototyping our solutions with user feedback. During our ideation session, design groups did have a brief period of time to prototype their solution and obtain feedback from the larger group. However, integrating primary (interviews and observations) and secondary research (academic research and existing solutions). Design thinking has a primary research bias, which allows research and the innovative solutions others have already created would be foolish. To integrate secondary research with the primary research we completed with community members, Will created a theory of of change - the elements primary and secondary users during the discover phase, Will and other team members developed the theory of change by digging into the academic research and the best existing practices addressing those needs. Combining this knowledge with the insights gained from users, Will outlined in the theory of change the school s overarching goals, the key focus necessary to achieve those goals, and elements of the best existing solutions. The design team provided feedback on this theory, and Will made revisions accordingly. To identify the next design challenges for the team to tackle during brainstorming, Will looked for points of tension between schools as they exist and our theory of change. Example Current system: Students receive support navigating the education system from college counselors with scarce time and from family. Alpha s Theory of Change: Students need to receive support navigating the education system both from a college counselor and through an interdependent network of families. Round Two of Ideation and Prototyping gathered again for another day of brainstorming. A majority of the same team members both the parent and student perspective, we invited high school juniors and a college freshman from our neighborhood to brainstorm as well. These students were evenly distributed between the groups and added great context, ideas, and energy to each of their teams. change to frame each group s brainstorm. Groups then followed the same brainstorming process, with one exception: Will tailored sets of extreme constraints to each HMW for. These extreme constraints represented elements of our organizational philosophy, constraints we uncovered during the discovery phase, and the typical constraints of running a school. 9
10 Example: Types of Constraints Organizational philosophy: Sustainable on public funding the solution can only cost $1. Parents are connected within families, but not outside of family the solution must be implemented only by parents. School constraints: Time the solution can not take place during the regular school day. Key Learnings The critical need to adhere to a bias toward action in prototyping: It s easy to spend a lot of time thinking through prototypes before presenting them to students and parents. Move quickly and accept imperfection: getting feedback is more important. Incorporating secondary research: School visits, interviews with experts, and academic research provided us a useful foundation of concepts and ideas to build from in our second brainstorming session. Framing ends, not means: The greatest challenge of integrating academic research began. Targeted extreme constraints: their challenge pushed teams to address real constraints in an innovative way during their brainstorming. Tensions and Carrying On Using design thinking ultimately provided us an insightful understanding of East San Jose s unique needs, assets, and challenges. This understanding yielded an initial school model with clear areas of focus, one of which helped us win Startup Weekend s School Models Competition this past May. Some of our school design elements, such as application-based learning, were driven by inputs beyond the design process. However, we believe we would have focused on so closely were it not for the community-driven nature of our process. at times: User-driven vs. system-driven: The traditional high school experience has persisted for over 100 years and is supported by numerous regulations, norms, and our own expectations about what school is. While design thinking forces it s easy to slip into designing a school that meets the system s needs: meeting graduation requirements, complying with regulations, and building within existing school spaces. At the same time, school designers must eventually reconcile the needs of students and families with the needs of the system. Depth vs. breadth: With limited time and resources, we constantly balanced the tension between understanding the full breadth of perspectives and needs in our diverse community against deeply understanding the experiences of individuals. 10
11 Our best insights came from digging deep with individuals, but if we had not interviewed enough people we might have neglected important perspectives. Primary research vs. secondary research: Design thinking s primary research bias is a critical part of the creative process: it focuses designers on meeting users needs separate from conventional solutions. However, secondary research - the elements of successful existing solutions and the deep understanding of challenges that academic research can provide - clearly has a role to play. The tension exists between the ideas of secondary research either acting as a catalyst in the We don t expect to resolve these tensions. Rather, as we continue to use design thinking them. design becomes apart of Alpha s DNA, consistently designing solutions that serve students Contributors Will Eden Entrepreneur in Residence Alison Elliott Board Member Jill Matzke Design Team Jennifer Wu Design Team A special thanks to Amy Vreeland, Matt Wilka, and Christina Quattrocchi for their assistance developing this case study.
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