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Zombie Challenge 1: Present Results

Lesson 4 from: Design Thinking: A Crash Course

Matthew Jervis

Zombie Challenge 1: Present Results

Lesson 4 from: Design Thinking: A Crash Course

Matthew Jervis

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Lesson Info

4. Zombie Challenge 1: Present Results

Lesson Info

Zombie Challenge 1: Present Results

So, first off, I want to give everybody a round of applause. We got through the first challenge, so give yourselves a round of applause. That was very cool. Some of this stuff looks awesome. So I'm just gonna quickly encourage you all to take pictures of what you're doing here because they're no longer going to exist after a couple after you present it. So if you do want to capture the moment, I encourage you to do so. Okay, so now we're at the point where we're going to present our results. Now, what I want to encourage everybody to do is tow. Have a story. You can set up the situation where they're coming in, what the layout of the house is. All that stuff that's up to you guys. You can do however you want to do. There is part of your story, and it's also with with kids. It's very interesting when I do this with kids because ah, lot of their creation happens while they're telling the story. That's why storytelling is also so super important is that they've created all this stuff with...

their hands and they've got this story. But then, when they tell you about it, though? Their stories kind of meander into other directions, and they're still creating in their heads. So I kind of want you guys to embrace that as well. And you will, because you'll say, were in the bathroom where we're over here. We're doing that. So you're actually still creating? I just want you to be mindful of that as part of the creative process, which is really important. Okay, enough said, you guys are gonna go first. Okay, so come on up. Get Morata. Applause. Some support. You'll enjoy a beautiful sculpture here. Don't touch. So basically, what we did here is we created a our or sound diversion to lure the zombies into a different room of the house. So we're all we're all hidden in one room of the house. We have this nice long rope made of the carpet that allow us to be I don't know what about 50 feet away or so to create a audio diversion. We want them, Teoh, Teoh, hear something. And then all the zombies going to go in that room and we'll be super quiet in our little room hiding out. So that's the idea of this. Ah, I'm a little worried about that part. Eyes going to it worked on our one test. So we're hiding were really quiet zombies air kind of lurking around and groaning Earth. Awesome. So pull Pull your stuff over here and let's go to the next day. But you guys want to get that. You're already kind of up there. All right, Cool. Nice work. You. So you've got to make it work. I mean, there's no point I saw I was wondering. I saw the glue going on. I was like, Oh, that's going to get cemented down there. Stage with this share this old running chair. All right, What were the green team? Do you mind so way actually employing a similar technique? Not not, uh, we didn't steal this from our are friends, but we thought of diversions and a handful of ways. Like you want a visual diversion as well as an aural or art it, Terry. Auditory feels weird when I'm over here and you guys are here on dso We built a dummy. Um, we named her Beyonce and and again, different groups kind of hijacked different uses of the stuff Ideally, we'd have a light on in our room. We put this in the window so that were hung in the window. Here, you can see are hanging device. And we also again thought, just not just visual, but auditory eso. We'd also developed a noisemaker from a distance, but we add an extra element to it. Which Mac would actually 50 feet away in a different room would, like create Ah, diversion with himself as a lamp. So mad Max gonna go ring. So he's in a different room. Very gently. We need you to make a little bit more noise back. There you go. There we go. So we have a noisemaker you could never you'd never disguise. I mean, you'd never see at a 1,000,000 years, and And this is hanging in the window, Probably moving a little bit, cause the windows open, and then the zombies come and attack the Beyonce's, as opposed to the four of us. So that's our is anything else? That's it. All right. Nicely done. Okay. So collect. Collect your your business collector business. Bring it back to the table to stay there tonight. I mean, this Listen of that that is just That's a sweet That's a sweet zombie sound. Its smell. It snows a lot. It it sounds like death. All right, So how about you guys right up front here? Okay. Okay. So, like the other groups, we went for the audible diversion approach. Uh, we kept our is really simple. It's basically just a weight on top of a spring with a rope pull. And we figured this is I think we went with this design because it's simple, reliable and repeatable. Ah, and its mobile. So, you know, if we felt like we wanted to lower the zombies into, you know, one room rather than another at any given time, we could just pick it up and move it away. Very nice. Great. Hung clean and effective. Um, okay. Great. Okay. Last group got everything also affordable. Eyes gorgeous. Yeah, we were definitely thinking the same thing about the importance of portability. So we brought these two guys will always be there to help carry it around from room to room. So, no, actually, this is Slappy. Sally. So we try to incorporate many, many other things that the other groups did. One of things was audible. We want to make noise. We wanted it repeatable, so we wanted to be able to time and time again. That just keeps working. Keeps working, Bridget, That amazing face also to bring as much humanness to the zombies. They probably don't know the difference between humans and Sally here. But, Roger, let's give it. Give it a shot. One of the things that is it moves the head, Aziz. Well, as when the sounds being made. So there's a little bit of movement in there, so that had kind of bobbles around just to give it that lifelike animated sounds scared of getting attacked by a zombie. Ladies and gentlemen, Slaby Sally Slappy. All right, take Slappy back to your table. She'll be instrumental. Okay, great. These are amazing. You guys did some amazing stuff, and I'm actually surprised that so much of the couches is left standing. Sort of, which means there's plenty to be had, uh, in the future. Okay. Okay. So I have a quick question for you. Maybe two, maybe. Get that started. Okay. When we moved from brainstorming to synthesizing a direction how many people kind of went into it already with a new idea of where they wanted to go when we were in the brainstorming. Does somebody have like, Okay, we got an idea. We're ready to roll. Raise your hand at that? No, it's sort of iterated. And now how then that? So that's my next question. And how many people got to about the prototyping where they had to completely re evaluate their direction? No, that's great, Because that's very natural, right? I mean, and when we're doing situations at home or at work, you know, you're kind of like, Oh, shit, that did not work. I got to go back and like, reassess. So that's a natural feedback loop, but, um, to run the way. So yeah, which is also kind of it's I like the metaphor of the zombie because it kind of, like hurries things up so much like in life. You know, the toilet is overflowing and eso so that that's a good point. And also, sometimes if we have too much time, things can get really drug down, and you start overthinking things and things sometimes. And I find this, uh, is well, is when I have a small amount of time, I tend to come up with a solution that's tighter and fits the situation. Mawr as if I had a week or so to kind of like mole things over sometimes. Um, okay. Did anyone have any? Yeah, it seemed toe me. I think I'll try and speak for a team that we used is like the however much time we had, we filled it with whatever the exercise you gave us. So if we had 15 minutes to brainstorm, we brainstormed for 15 minutes in one second. And then when you said Bill, then we went to the build. So it wasn't like we were. We stopped brainstorming or right we kept building beyond were we did we have used the time allotted. That's how big our task Waas. That's a really good point because a lot of what the creative process is. I mean, this is sort of a wheel that's a very generalized wheel. The intuitive process doesn't know when to stop and things go into and you bleed into the next one. That's supernatural. All we're doing now is we're just stopping and starting around, so we kind of like are mindful of what we're going through. But we go through it all the time we're going, you know, the brainstorming and then sometimes brainstorming ability happens together. You know, processing all that stuff can happen all at once. But eso that's a good point. Thank you for bringing that any other observations really quickly about what we just went through. It's very we're not. This is a different I mean, our next stage of this is gonna be very different because we're gonna be starting from where we left off. So a lot of the change and the brainstorming is going to be much different than what we did now, because now we're a little bit more familiar with the situation where a little bit more familiar with our materials on, we're also a little bit more familiar with each other. So now we're gonna be able to sort of like, Okay, you're really good at that. What you do that that kind of thing. So there's a little bit more familiarity. So is a different situation.

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Jimmy B
 

Really enjoyed this class. Seeing the way each team changed at each stage was really interesting. Rather than learning about a particular thing like design, this class is more about learning how to think about problems and solutions in a different way.

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