Oh wow … I wonder why …
Why? What if? How might we…?
Curiosity is the spark that engages learners, community members or employees.
Nurtured and modelled, it can sustain their interest and deepen their understanding. It can develop people’s creativity (curiosity about ideas), their empathy (curiosity about people), their critical thinking and collaboration skills (connecting knowledge, ideas, skills and people to solve problems).
EMPATHY - USER AND EXPERIENCE FOCUS
How might we better engage learners in their learning experience? How might we better support them in achieving their learning outcomes?
Listen … observe … check assumptions, bias
Empathy is the ability to understand other people’s feelings.
Whether we are creating a learning experience or a prototype for a new product idea, we use empathy to gather key information about our learners, users and customers to make informed design decisions. This is key to create value.
In AR and VR, mistakes are free.
Learners can explore and practise safely, without physically impacting people’s lives.
Our brain perceives Virtual Reality simulated environments as real.
The power of presence of VR offers unique and safe ways to explore places, times, scenarios, options and perspectives.
It can help participants engage, retain knowledge, understand complex concepts and apply skills.
…. learn and ideate and implement and learn and ideate and …
Iterate : Empathise Define Ideate Prototype Test
Whether we are creating a learning experience, a new product or service, or solving an innovation challenge or a business problem, we start with asking the right questions. The gathered insights and our deeper understanding of who it is we are designing for help us generate ideas.
Experimentation (testing ideas and value proposition) reduces risks associated with launching innovative solutions.
Intellectual abilities are not fixed but can be developed.
We see and tackle problems as challenges that may require effort and persistence.
We bring our growth mindset in our ways of working, in what we do and how we do it, whether we create, design, teach, facilitate or assess.
Why? How do you know? So what?
Our decisions and actions in the classroom or at our design desk are based on relevant evidence and data.
We use data to make informed-decisions to improve learning outcomes or create more value.