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Design Thinking for Educators

Learning Module

Overview

According to the World Economic Forum, complex problem solving is now top the list of skills that a person needs to succeed in today’s highly technological and globally competitive world. While it is true that AI can solve some problems that humans cannot, there will always be problems that only humans can solve. These are issues that are not clearly defined, have no precedent, or require a deep understanding of human emotions.

Design Thinking is an iterative process in which we seek to understand the user, challenge assumptions, and redefine problems in an attempt to identify alternative strategies and solutions that might not be instantly apparent with our initial level of understanding. At the same time, Design Thinking provides a solution-based approach to solving problems. It is a way of thinking and working as well as a collection of hands-on methods. (Dam & Siang, 2019)

This module is designed for K-12 teachers and educators. Through this module, participants will master the process of Design Thinking and apply this approach to design solutions for their classrooms, schools, and community. After grasping core knowledge and concepts through instructor-provided videos and readings, participants will work on projects to apply what they've learned to solve real-world problems, like creating an onboarding process for new students or developing new approaches to connect with parents. They will also participate in peer activities to contribute ideas and receive helpful feedbacks for their projects to improve the project and deepen their learning.

This module is based on IDEO's Design Thinking for Educators course. I have taught this course in a live format before. However, with this work, I decided to develop it as a hybrid course, which includes synchronous and asynchronous components. Participants can learn by themselves the critical concepts of Design Thinking through videos and readings. Time of face-to-face meetings will be used mainly for applying those concepts in specific practice exercises. According to Westover & Westover (2014), this flipped instructions allow class time for practical work and benefit both the advanced and less advanced students because they can help each other. 

Intended Learning Outcomes

The course is delivered in a hybrid mode consisting of:

Asynchronous component: Participants watch the course's videos and read relevant materials at stated deadlines. For each update, participants are also required to comment a stand-out idea or new thought prompted by the given materials and make an update of their own to contribute content and examples to the course.

Synchronous component: Participants meet (virtual or face-to-face) with instructors and other group members to participate in activities that help them apply the key concepts gained from the asynchronous component into practice. These are often group exercises that help participants experience the steps of Design Thinking by using learned techniques to solve a real-world challenge. During these live sessions, they will get constructive feedback from peers and instructors to improve their project work.

Pre-survey and Peer-reviewed Project: Before starting the course, students need to take a survey to identify a challenge they want to use Design Thinking to solve and be placed in a suitable group. After completing the coursework, each team will need to submit a project showing how they applied Design Thinking principles to solve a specific challenge in the classroom/ school.

For The Participants

By the end of this module, you will be able to:

  • Understand what Design Thinking is and how it is different from traditional problem-solving process.
  • Identify key steps in the Design Thinking process.
  • Gain techniques to better understand the needs and motivations students, teachers, parents, school staff…
  • Use Design Thinking to develop new, relevant solutions that create positive impacts in classroom, school, and community.
  • Showcase your new skills through tangible, real-world project challenges.

For The Instructors

Please refer to The Professional Standard for Teachers and Trainers, a framework developed in 2014 by the Education and Training Foundation (ETF), enabling teachers and trainers to identify areas for their own professional development and provide a reference point that can be use to support the development of the learners. 

 

Pre-course Survey

For The Participants

We use the information from these surveys to help us to better understand your background and course goals in order to make the course better serve your needs. We also use the data from these surveys in order to understand the kind of challenges that you are facing in your clasroom/ schoo/ community and would like to use Design Thinking to solve.

Please be noted that this data will also be used to create project groups. Usually, participants with a similar interest in a certain type of challenge will be in the same group. However, there will also be a few other exceptions, to ensure that the group always has members from new and critical perspectives.

Link to Pre-course Survey

For The Instructors

This survey will help you to understand your participants better and get a sense of the class before the first day. You can also use the data from the survey to configure project groups. Because group members will work together throughout the course and are jointly responsible for creating the final project, setting up an effective teams is important. There are few factors you should consider when composing groups:

  • Size: Small groups tend to work efficiently because it is easier to coordinate efforts and schedules among fewer people. However, although large groups have higher coordination costs, they can theoretically accomplish larger and more complex projects. The recommended group size for this course is 4-5 people/group
  • Roles: Specify the roles that must be represented in every group and then allow participants to join groups based on their strengths. You can also assign participants to roles that move them out of their comfort zone and develop new skills
  • Characteristics of group members: Below are common characteristics to consider when composing groups: (1) Prior knowledge, previous experiences, and skills. (2) Motivation/ Kind of challenges they want to use Design Thinking to solve. (3) Diversity of perspectives.

UPDATE 1: What is Design Thinking and Why we need it in our schools

For The Participants

OBJECTIVES:

  •  Understand what Design Thinking is and how it can benefits students
  • Identity how Design Thinking is different from traditional problem-solving process

COURSE MATERIALS

1. The future of job

You are going to watch the video “Last Job on Earth” about a fully automated world. While watching the video, think about the following question:

What jobs do you think will be replaced by robots in the future? What jobs are still available?
What is in us humans that technology will not be able to replace?

​VIDEO: The last job on Earth: imagining a fully automated world

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2. What unique skills can we improve to stay relevant?

With the threat of automation setting to claim as many as 800 million jobs, what unique skills can we improve on to stay relevant in this changing landscape?

VIDEO: What Technology Cannot Replace

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VIDEO: The jobs we'll lose to machines -- and the ones we won't | Anthony Goldbloom

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Machine can only replace human in frequent, high volume tasks but not tackle novel challenges.

According to the the World Economic Forum's Future of Jobs Report:

  • 50% of all employees will need reskilling by 2025, as adoption of technology increases, according the the World Economic Forum's Future of Jobs Report.
  • Critical thinking and problem-solving top the list of skills employers believe will grow in prominence in the next five years.

3. What is Design Thinking and why we need it in our schools?

Design Thinking is a powerful tool to tackle the unknown. It's a means of going on an expedition, without a map, without even knowing the destination, but with the confidence that you'll end up somewhere great.

VIDEO: What is Design Thinking

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VIDEO: How Design Thinking Can Empower Young People

 
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RELEVANT READING MATERIALS

COURSE WORK

Comment: Mention a stand-out idea, or new thought prompted by this material. 

Individual update: Share a situation where you/or someone you observed successfully solved a problem using empathetic understanding of the user / stakeholder.

For The Instructors

Host a live session/ face-to-face meeting (approximately 60-90 minutes). Allow 5 participants to share their updates with the whole class (about 8-10 minutes each). Comment, add your perspectives to help learners understand more deeply about the differences of Design Thinking compared to traditional problem-solving methods:

  • It’s Human-Centered. Design Thinking begins from deep empathy and understanding of needs and motivations of people.
  • It’s Collaborative. Design Thinking benefits greatly from the views of multiple perspectives, and others’ creativity bolstering your own.
  • It’s Optimistic. Design Thinking is the fundamental belief that we all can create change—no matter how big a problem, how little time or how small a budget.
  • It’s Experimental. Design Thinking gives you permission to fail and to
    learn from your mistakes, because you come up with new ideas, get feedback on them, then iterate.

UPDATE 2: The Design Process

For The Participants

OBJECTIVES

  • Identify key steps in the Design Thinking process.

  • Explore through example how this process has been used by students/teachers to solve real-world problems.

COURSE MATERIALS

1. The process overview

The design process is what puts Design Thinking into action. It’s a structured approach to generating and evolving ideas. It has five phases that help navigate the development from identifying a design challenge to finding and building a solution.

VIDEO: THE DESIGN THINKING PROCESS

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2. The five stages of Design Thinking

The five stages of Design Thinking, according to Stanford d.school, are as follows: Empathise, Define (the problem), Ideate, Prototype, and Test:

Stage 1: Empathize—Research Your Users' Needs.
Stage 2: Define—State Your Users' Needs and Problems.
Stage 3: Ideate—Challenge Assumptions and Create Ideas.
Stage 4: Prototype—Start to Create Solutions.
Stage 5: Test—Try Your Solutions Out.

3. Design Thinking Process Example

You are going to watch a video that showcases how students at Design 39 Campus in San Diego use Design Thinking to solve real world problems. After watching the video, use the table below to summarize the actions the students took for each step of the Design Thinking process.

Design Challenge: creating a water filtration system using natural resources.

1. Empathize 2. Define 3. Ideate 4. Prototype 5. Test

Students watched a few videos to see how other people get water

                                                                                                                                                                                                                                                        

VIDEO: DESIGN THINKING - A PROBLEM SOLVING FRAMEWORK

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RELEVANT READINGS

5 Stages in the Design Thinking Process

Taking Design Thinking to Schools

Design Thinking and PBL

COURSE WORK

Comment: Mention a stand-out idea, or new thought prompted by this material. 

Individual update: Parse an example of how the design thinking approach has been applied to create new solutions for a challenge in your classroom/ school/ community.

For The Instructors

Host a live session/ face-to-face meeting (approximately 60-90 minutes). Allow 5 participants to share their updates with the whole class (about 8-10 minutes each).

Point out that there are a consistent set of challenges that teachers and schools seem to face, and they center around the design and development of learning experiences (curriculum), learning environments (spaces), school programs and experiences (processes and tools), and system strategies, goals, and policies (systems).

Tell the participants they will be formed into groups. Assign each group a specific challenge (it could be on one of the four themes above or one that you find relevant to the interests they shared in the pre-survey). Ask the groups to use the following prompting questions to define the challenge more clearly and create a project plan to address it.

  • Dreams/ Things I wish would exist
  • Dreams/ Things that could be better
  • What will I work to produce?
  • What measures/ indicators will help me know my ideas are successful?
  • What constraints will I need to manage?
  • Other things to keep in mind
  • Create a timeline for your project. What are the major dates you’ll be working toward?
  • What do you need to get in place to enable you to get started on this project?

Inform the groups how they will submit the project plan once completed and how the instructor will give feedback to those plans.

UPDATE 3: Stage 1 - Empathize

For The Participants

OBJECTIVES:

  • Understand ways to get an in-depth insight into the user's needs and motivations.
  • Define a challenge and practice empathy techniques as the first step to address the challenge

COURSE MATERIALS

1. Stage 1: Empathize

The first stage of the Design Thinking process is to gain an empathic understanding of the problem you are trying to solve. This involves consulting experts to find out more about the area of concern through observing, engaging and empathizing with people to understand their experiences and motivations, as well as immersing yourself in the physical environment so you can gain a deeper personal understanding of the issues involved. Empathy is crucial to a human-centered design process such as Design Thinking, and empathy allows design thinkers to set aside their own assumptions about the world in order to gain insight into users and their needs.

VIDEO: EMPATHIZE

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2. Empathy Interview and Observation

By entering and understanding another person’s thoughts, feelings, and motivations, we can understand the choices that person makes, we can understand their behavioral traits, and we are able identify their needs. This helps us innovate, and create products or services for that person. The following videos showcase some of the most popular techniques to understand user's insights.

VIDEO: WHAT ARE EMPATHY INTERVIEWS?

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VIDEO: INTERVIEWING THE COMMUNITY WITH DESIGN THINKING

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VIDEO: DESIGN THINKING OBSERVATION EXERCISE

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3. Empathy Map

An Empathy Map allows us to sum up our learning from engagements with people in the field of design research. The map provides four major areas in which to focus our attention on, thus providing an overview of a person’s experience. Empathy maps are also great as a background for the construction of the personas that you would often want to create later.

VIDEO: WHAT IS AN EMPATHY MAP?

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RELEVANT READINGS

Techniques for Empathy Interviews in Design Thinking

How to Prepare for a User Interview and Ask the Right Questions

Comment: A time when you/ (someone you observed) used empathy to understand a need.

Group work: Conduct an empathy interview/ observation with a source of inspiration. Capture what you hear and see during the interview/ field visit. Summarize the perspectives on the problem you are solving that you gained from this activity.

For The Instructors

Host a live session/ face-to-face meeting (approximately 60-90 minutes). Allow 8-10 minutes for each group to give a presentation about the empathy interview/ observation with source(s) of inspiration and summarize the perspectives that they gained from this activity.

Provide neccessary comments/ feedbacks on each presentation.

UPDATE 4: Stage 2 - Define

For The Participants

OBJECTIVES

  • Define insights that concisely communicate your research learnings.
  • Develop "How might we" to make insights actionable.

COURSE MATERIALS

1. Stage 2 - Define

During the Define stage, you put together the information you have created and gathered during the Empathize stage. This is where you will analyze your observations and synthesize them in order to define the core problems that you and your team have identified up to this point. You should seek to define the problem as a problem statement in a human-centered manner.

VIDEO: DEFINE

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2. User Need Statements

A user need statement is an actionable problem statement used to summarize who a particular user is, the user’s need, and why the need is important to that user. It defines what you want to solve before you move on to generating potential solutions, in order to 1) condense your perspective on the problem, and 2) provide a metric for success to be used throughout the design thinking process.

VIDEO: USER NEED STATEMENTS IN DESIGN THINKING

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3. “How Might We”

Challenges are often opportunities in disguise. The “How Might We” method creates an atmosphere for innovative solutions by reframing known challenges that surround your product, service or initiative.

VIDEO: HOW MIGHT WE NOTES 

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RELEVANTS READING

Methods to Help You Define Synthesise and Make Sense in Your Research

The "HOW MIGH WE" Method

COURSE WORK

Comment:  A situation where you identified insights from collected data.
Group work: Generate a list of How Might We questions. It is good to have a mix of different types of prompts. After generating your How Might We prompts, it is helpful to gather a group of at least 4 people who can test the prompt. Make a presentation about the process and what you learned from it.

For The Instructors

Host a live session/ face-to-face meeting (approximately 60-90 minutes). Allow 8-10 minutes for each group to give a presentation about their group's How Might We prompt and and the perspectives they get after testing these promts.

Provide neccessary comments/ feedbacks on each presentation.

UPDATE 5: Stage 3 - Ideate

For The Participants

OBJECTIVES

  • Know how to setup for a dynamic brainstorming session as a way to generate fresh thoughts and new energy.
  • Create a description of your idea that summarizes all of its important aspects.

COURSE MATERIALS

1. Stage 3 - Ideate

During the third stage of the Design Thinking process, designers are ready to start generating ideas. You’ve grown to understand your users and their needs in the Empathize stage, and you’ve analyzed and synthesized your observations in the Define stage, and ended up with a human-centered problem statement. With this solid background, you and your team members can start to "think outside the box" to identify new solutions to the problem statement you’ve created, and you can start to look for alternative ways of viewing the problem.

VIDEO: IDEATE

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2. Brainstorming

Brainstorming is a good way to come up a solution or two. As the name suggests, the idea is that you storm on the neural pathways through the brain to pick a lot of thoughts quickly and intuitively. It's best to do this with a group of diverse people, so you have lots of different brains to explore. This leads to the creation of more ideas and maybe new solutions.

VIDEO: BRAINSTORM TECHNIQUES: HOW TO INNOVATE IN GROUPS

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VIDEO: IDEO BRAINSTORMING

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3. Elevator pitch

Elevator pitch is a slang term used to describe a brief speech that outlines an idea for a product, service, or project. The name comes from the notion that the speech should be delivered in the short time period of an elevator ride.

VIDEO: THE PERFECT ELEVATOR PITCH - BEST EXAMPLES AND TEMPLATES

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RELEVANT READINGS

How to select the best idea by the end of an ideation session

The Change-Maker's Guide To Pitching Your Project Idea

COURSE WORK

Comment: What do you think are the roadblocks that make people afraid to share good ideas in group discussions?

Group update: Hold a brainstorming session in your group to choose one or two solutions that best match the findings you got from the previous steps. Take note of what your group did well/did not do along the way and prepare a presentation to share with the whole class.

For The Instructors

Host a live session/ face-to-face meeting (approximately 60-90 minutes). Allow 8-10 minutes for each group to give a presentation about their brainstorming session. 

Provide neccessary comments/ feedbacks on each presentation.

UPDATE 6: Stage 4 - Prototype

For The Participants

OBJECTIVES

  • Make a tangible representation of your idea that you can share and learn from.
  • Discover different types of prototyping and the best ways to utilize them.

COURSE MATERIALS

1. Stage 4 - Prototype

This is an experimental phase, and the aim is to identify the best possible solution for each of the problems identified during the first three stages. The solutions are implemented within the prototypes, and, one by one, they are investigated and either accepted, improved and re-examined, or rejected on the basis of the users’ experiences.

VIDEO: PROTOTYPE

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2. Ways of prototyping

There are many different types of prototyping. These are the top eight which cover most industries and allow you to get a model of your merchandise or digital product ready rapidly. You’ll find details about each and the best ways to utilize them below.

VIDEO: THE DIFFERENT TYPES OF PROTOTYPING

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3. Prototyping in Classroom - an Example

Watch kids become master problem solvers and collaborators by designing, building, and iterating on prototypes.

VIDEO: DESIGN THINKING - PRIORITIZING PROCESS SKILLS

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RELEVANT READINGS:

Design Thinking Phase 4 - Everything you Need to Know About Prototyping

COURSE WORK

Comment: Mention a stand-out idea, or new thought prompted by this material.

Group work: Challenge yourself to come up with at least three different versions of your idea to test multiple aspects of the solution your team has come up. 

For The Instructors

Host a live session/ face-to-face meeting (approximately 60-90 minutes). Allow 8-10 minutes for each group to give a presentation about three different versions of their idea to test multiple aspects of the solution they have come up.

Provide neccessary comments/ feedbacks on each presentation.

 

UPDATE 7: Stage 5 - Test

For The Participants

OBJECTIVES:

  • Know how to capture constructive feedback on your prototype.
  • Develop a summary of new ideas and perspectives on how to improve your concept.

COURSE MATERIALS

1. Stage 5: Test

This is the final stage of the 5 stage-model, but in an iterative process, the results generated during the testing phase are often used to redefine one or more problems and inform the understanding of the users, the conditions of use, how people think, behave, and feel, and to empathize. Even during this phase, alterations and refinements are made in order to rule out problem solutions and derive as deep an understanding of the product and its users as possible.

VIDEO: DESIGN THINKING: TEST

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2. Feedback Capture Grid

A “Feedback Capture Grid” is a structured way of organizing feedback that is gathered from your testing sessions. You can use it during the test, as a way for you to capture feedback from your users systematically, or after the test, when you need help organizing the various feedback you have gathered.

3. Design Thinking Feedback in Classroom - Examples

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RELEVANT READINGS

 How to give designers feedback they can actually use

The 7 Essential Qualities of Effective Feedback

COURSE WORK

Comment: ​Have you ever shared some feedback that helped others improve their ideas/self? What makes your feedback such a positive effect on the recipient?

Group work: Make a presentation that demonstrates how your solution has evolved based on the feedback received from customers, advisors or stakeholders.

For The Instructors

Host a live session/ face-to-face meeting (approximately 60-90 minutes). Allow 8-10 minutes for each group to give a presentation that demonstrates how their solution has evolved based on the feedback received from customers, advisors or stakeholders.

Provide neccessary comments/ feedbacks on each presentation.

 

Peer-reviewed Project

PROJECT PLAN (1500 words)

For this assignment,  you will integrate elements of the Design Thinking steps from previous lessons  into a comprehensive plan.

The integrated Project Plan should, at a minimum should include the following items and topics:

  • Name of project
  • Summary your solution.
  • Which dimension of the challenge does your solution most closely address?
  • What is the root cause(s) of the problem you are solving?
  • Who does your solution serve, and in what ways will the solution impact their lives?
  • What makes your solution innovative?
  • How do you test your solution’s approach?
  • How are you measuring your progress toward your goals?
  • What are the major dates you’ll be working toward?
  • What do you need to get in place to enable you to get started on this project?
  • What barriers currently exist for you to accomplish your goals? How do you plan to overcome them?

When you have completed your project plan, you will submit a draft. This draft will then be reviewed by two or more peers. In addition, you will be asked to peer review 3 other participants submissions.

D.school Stanford Design Thinking Rubric

Peer-reviewed Project Rubric

 

Asessment and Evaluation

We have three major metrics for evaluation:

(1) Demonstrated Knowledge

  • Completion of one (1) peer review project
  • Quality of peer reviewed project. (Your self-review score and the score submitted by your peers for your project)

(2) Focus, or the amount of effort you have put into the course

  • Seven (7) or more comments on admin updates
  • Two (02) individual updates you created
  • 200 words per individual updates you created
  • Completion of three (03) group works.
  • Quality of your group works (score submitted by other peer group and score given by instructor)
  • Completion of Pre-course survey

(3) Help, or the amount of collaboration based on your contribution to the community and peer interaction

  • % of peer review completed from those assigned.
  • 200 word per review you created.
  • Fifteen (15) comments on your peer updates.

References

Dam, T. F & Siang, T. Y. (n.d.). 5 Stages in the Design Thinking Process. Interaction Design Foundation. https://www.interaction-design.org/literature/article/5-stages-in-the-design-thinking-process

IDEO. (n.d.). Design Thinking for Educators. https://www.ideo.com/post/design-thinking-for-educators

The Education and Training Foundation. (n.d.). Professional Standards for Teachers and Trainers - The ETF. https://www.et-foundation.co.uk/supporting/professional-standards/

Whiting, K. (2020, October 21). These are the top 10 job skills of tomorrow – and how long it takes to learn them. World Economic Forum. https://www.weforum.org/agenda/2020/10/top-10-work-skills-of-tomorrow-how-long-it-takes-to-learn-them/

Westover, Jonathan & Westover, Jacque. (2014). Teaching Hybrid Courses across Disciplines: Effectively Combining Traditional Learning and e-Learning Pedagogies. International Journal of Information and Education Technology. 93-96. 10.7763/IJIET.2014.V4.376.

VIDEOS

The Guardian. (2016, Feb 17). The last job on Earth: imagining a fully automated world. [Video]. YouTube. https://www.youtube.com/watch?v=Yvs7f4UaKLo

Goldbloom, A. [TED]. (2016, August 31). The jobs we'll lose to machines -- and the ones we won't. https://www.youtube.com/watch?v=gWmRkYsLzB4

SGInnovate. (2018, July 19). SGInnovate: What Technology Cannot Replace. [Video]. YouTube. https://www.youtube.com/watch?v=7KwPzjeoj0Q&t=7s

Daylight. (2014, May 13). What is Design Thinking. [Video]. YouTube. https://www.youtube.com/watch?v=Ee4CKIPkIik&t=7s

Edutopia. (2013, December 18). How Design Thinking Can Empower Young People. [Video]. YouTube. https://www.youtube.com/watch?v=lovNaojdXYY

Sprouts. (2017, October 23). The Design Thinking Process. [Video]. YouTube. https://www.youtube.com/watch?v=_r0VX-aU_T8

Edutopia (2018, September 20). Design Thinking: A Problem Solving Framework. [Video]. YouTube. https://www.youtube.com/watch?v=kfBa2AdjRB4

Mindful Marks. (2018, June 9). 1. Design Thinking: Empathize. [Video]. YouTube. https://www.youtube.com/watch?v=q654-kmF3Pc

O'Briant Group. (2019, December 5). What are Empathy Interviews.  [Video]. YouTube. https://www.youtube.com/watch?v=C79Ou-i3T-E

DavidLeeEdtech. (2018, June 16). Interviewing the Community with Design Thinking. [Video]. YouTube. https://www.youtube.com/watch?v=cJQh9dTp1OE

DavidLeeEdtech. (2019, September 15). Design Thinking Observation Exercise. [Video]. YouTube. https://www.youtube.com/watch?v=oQcxVZlSqwM

Playbook UX (2019, March 9). What is an Empathy Map? [Video]. YouTube. https://www.youtube.com/watch?v=QwF9a56WFWA

Mindful Marks. (2018, June 9). 2. Design Thinking: Define. [Video]. YouTube. https://www.youtube.com/watch?v=TNAdanuvwtc&t=0s

NNgroup. (2019, December 7). User Need Statements in Design Thinking.  [Video]. YouTube. https://www.youtube.com/watch?v=kT0ZqwdPYRM

Odell Keller. (2019, October 7). How Might We Notes - Explained in Under 3 Minutes[Video]. YouTube. https://www.youtube.com/watch?v=XUW78qyyObE

Mindful Marks. (2018, June 9). 3. Design Thinking: Ideate. [Video]. YouTube. https://www.youtube.com/watch?v=zbLxs6te5to&t=0s

Sprouts. (2018, November 27). Brainstorming Techniques: How to Innovate in Groups. [Video]. YouTube. https://www.youtube.com/watch?v=YXZamW4-Ysk

TUFU. (2017, July 10). IDEO Brainstorming Video from IDEO U.  [Video]. YouTube. https://www.youtube.com/watch?v=VvdJzeO9yN8

Patrick Dang. (2020, December 14). The Perfect Elevator Pitch - Best Examples and Templates[Video]. YouTube. https://www.youtube.com/watch?v=r-iETptU7JY&t=406s 

Mindful Marks. (2018, June 10). 4. Design Thinking: Prototype. [Video]. YouTube. https://www.youtube.com/watch?v=Q4MzT2MEDHA&t=0s

Lexie Lu. (2019, May 23). The Different Types of Prototyping. [Video]. YouTube. https://www.youtube.com/watch?v=iKDbVDz3BbI

Edutopia. (2017, April 7). Design Thinking: Prioritizing Process Skills. [Video]. YouTube. https://www.youtube.com/watch?v=l7-MVYjZYOE

Mindful Marks. (2018, June 10). 5. Design Thinking: Test. [Video]. YouTube. https://www.youtube.com/watch?v=UVEQCNM6X-A

DavidLeeEdtech. (2018, June 22). Design Thinking Feedback Tool. [Video]. YouTube. https://www.youtube.com/watch?v=5XC4JqXUJbw