Design Thinking Tools: Android App for Creative Skill Development

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This project focuses on the design of an Android application aimed at promoting creative skills in children and teenagers aged 8-16, utilizing design thinking methodologies. The project begins with an overview of the problem, highlighting the limitations of traditional classroom-based learning and the need for technological solutions to foster creative thinking. It identifies market competitors in the app development space, comparing features and functionalities of existing e-learning platforms. The core of the project details the application of design thinking tools such as visualization, storytelling, learning launches, journey mapping, value chain analysis, rapid prototyping, consumer co-creation, mind mapping, rapid concept development, and assumption testing. These tools are used to guide the development process, ensuring a user-centered design. The project includes a launch plan, outlining marketing strategies and promotional events, along with a resource plan detailing the required physical, software, human, and intellectual resources. The project also provides recommendations and a timeline for app development. The goal is to create an intuitive and engaging platform that encourages interaction, critical thinking, and innovation among young users, addressing the identified gaps in traditional educational methods.
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Running head: DESIGN THINKING TOOLS
Design thinking Tools: Design of An Android Application for Promoting Creative Skills
for 8-16 Year Olds
Name of the student:
Name of the university:
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1DESIGN THINKING TOOLS
Table of Contents
1. Overview......................................................................................................................................2
1.1 Identification of the problem.................................................................................................2
1.2 The market competitors of the technology............................................................................3
2. Further implementation of the design thinking process related tools and technologies those are
used before the implementation the launching................................................................................4
3. Launch plan.................................................................................................................................7
4. Resource plan...............................................................................................................................7
5. Long term plan.............................................................................................................................8
6. Recommendations........................................................................................................................8
7. Time frame or schedule to develop an android app for promoting the 8 and 16 years old
student’s creative thought................................................................................................................8
References......................................................................................................................................11
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2DESIGN THINKING TOOLS
1. Overview
Design thinking process is referred to as a tool rather advanced technology that is widely
used by different designers to reduce the rate of complexity associated to different innovation.
For this particular research the nominated topic is “Design of an android application for
promoting creative skills of 8-16 year olds using design thinking”. Creativity is something that
could not be learned or taught by someone. In order to promote the skills and creative ideation of
the 8-16 years old kids it is very much necessary to develop a digital platform s o that their
thoughts could reach its proper destination.
Advanced technologies are using in every field, but after analyzing the current status of
education, it has been found that the traditional learning and teaching approach is facing major
issues due to lack of usage of technology throughout. In order to mitigate these issues it is
necessary to apply proper design thinking tools and technologies (Howlett, 2014). The launch
plan, resource plan and long term planning are also illustrated for the implementation of android
app to promote the creativity of 8 to 16 years old kids. The five major stages associated to design
approach include empathize, define, ideate, prototype and testing.
1.1 Identification of the problem
In traditional teaching learning process, the main arguments that have been levied up
were associated to the classroom based teaching. In this particular approach, it was quite difficult
to engage students and due to communication gap the students might not feel free to share their
creative thoughts with others (Liedtka, 2015). Perspective. In a huge classroom it is also not
possible for the lecturers to manage all the students together. In order to make the students
attentive to the class the lecturers also have to perform different roles also. It gives limited range
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3DESIGN THINKING TOOLS
of knowledge to the students and the students do not feel free their thought to others. Even if
they have any new creative idea in their mind then that could also not be shared due to lack of
the application of android technology. With the help of this developed android application the
user will be able to interact among themselves with positive interpersonal thinking and
computational thinking as well (Plattner, Meinel & Leifer, 2014). After analyzing the learning
process through android application it has been determined that, many android developers are
there who develops this kind of apps to promote the creative ideas of the students between the
age group of 8 and 16 (Suh et al., 2014). However, security is another important aspect that
strictly required by the considered by the app developers. Thus, it has been defined, that the main
issues associated to traditional learning are lack of communication, lack of interaction, lack of
attention towards the classroom etc.
1.2 The market competitors of the technology
Different developing platforms are there such as android, windows which are playing
active roles in developing this kind of apps for the users. The online learning environment helps
to create software for the innovative mobiles and web learning application. In order to address
the unique learning level challenges, the purpose built online apps are developed by the app
developers (Vaugh & Ryan, 2015). For engaging the teaching staffs with different advanced
learning outcome this particular android app are required to be developed. Based on three
different functionalities such as activity if the students, the authoring functions and admin,
grading and assessment the android applications are compared to each other. For this android
based app the identified open source E-learning app developing competitors are: Efront, Moodle,
Dokeos, claronline, Ilias web-based learning application etc.
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2. Further implementation of the design thinking process related tools and
technologies those are used before the implementation the launching
In order to mitigate the issues associated to traditional learning approach it is necessary to
develop a secured learning app for the user’s who ages between 8 and 16. Based on the type of
the application it is necessary to use proper tool and technologies. The design thinking process is
a combination of three different overlapping factors such as viability and desirability as well.
With the help of proper technology the app developers will be able to provide wide opportunity
and innovative ideas to the users (Joorabchi, Mesbah & Kruchten, 2013). Not only this but also
identification and execution of creative ideas will help to gain competitive advantages from the
marketplace. The design thinking those are generally considered by the system developers are as
follows:
Visualization: Visualization tool is referred to as an approach of visualizing thought in a
different manner. This tool is beyond the general usage of language and words alone. It leads the
system developers to unlock their creative mind which will help them to think nonverbally over
verbally (Harmon, Kalmar & Burgoon, 2016). Once a person explains their through the other
visualizes the though in their mind. However, an additional growth platform is required to
promote the creativity of the ids through the android app. With the help of visualization the rate
of unmatched mental models will be reduced.
Storytelling: Storytelling is another design thinking tools that might be used by the
android app developers. Instead of making a set of points, integration or waving of all the aspects
together could be done with the help of these tools. This is one of the most compelling story
types, to expose and emphasize the user’s experiences (Stoyanov et al., 2015). Though, the
creation of storyboards is quite difficult but still, in order to develop and emphasize analytical as
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well as design oriented persuasive story this particular tool is very much helpful. In order to
bring the story to life, it is necessary to utilize proper metaphors and analogies as well.
Learning launches: The learning launches are referred to as a tool that helps to generate
assumptions of potential new level growth initiatives in the competitive marketplace. In order to
rollout new products it is necessary to learn about the launch equipments accurately. Not only is
this but also in order to gather market driven data from the competitive market it necessary to
contrast to conduct the learning experiments very much quickly and inexpensively (Al Ayubi et
al., 2016). Through the help of this approach he reliable data could be yield. In the market, with
the help of design tool the underlying value could be generated easily and on the other hand the
possible growth can be updated through the help of the growth initiatives (Shih et al., 2013). This
advanced android app for promoting the creative ideas of students between 8 and 16 years old
can be developed from the previous learning and experiences of the users.
Journey mapping: Journey mapping is referred to as experience mapping that helps to
minimize the issues associated to traditional learning approach. From the project initiation phase
up to the project closure phase it is necessary to develop the journey mapping approach. If any
kind of changes are needed to be done by the app developers at the project ongoing phase then,
that could be identified and minimized within the application with the help of journey mapping
tool (Barnett, Vasa & Grundy, 2015). If any users feel incapable to coherent the objectives for
developing the android app then, those issues could be ideally minimized with the help of proper
journey mapping tool.
Value chain analysis: The value chain analysis is another tool that is widely used to
examine the way through which the android developers will be able to design a platform for
making the users and developers interactive. With the help of value chain analysis the assumed
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outcomes could increase its production, marketing and distributive offers as well (Yamagata et
al., 2013). Additionally, with the help of the value chain analysis the capability of the market
competitors could also be identified and minimized as well.
Rapid prototyping: Rapid prototyping is a design thinking toll that is widely used by the
app developers to abstract new ideas along with the existing potential and tangible ideas. Before
implementation of the application the developers must create a blueprint of the system to ensure
that the developers are meeting the requirement of the consumers (Iacob, Harrison & Faily,
2013). In order to resolve the issues of traditional learning, iterative blueprint implementation is
very much helpful and with the help of this blueprint, the developers will be able to develop a
creative learning app for the users of age group between 8 and 16.
Consumers co creation: In order to attract more number of users from different region
this particular design thinking tool is very much helpful. For growth and innovation this
particular approach is completely valuable, risk reducing and innovative as well (Johansson
Skoldberg, Woodilla & Çetinkaya, 2013). For making differentiation between the value added
solutions this particular creation based system is very much helpful.
Mind mapping: Mind mapping is a design thinking tool that is used to design by the
developer in a much efficient manner.
Rapid concept development: With the help of the development of rapid concept the
android app could be developed and implemented as well. Considering the requirement of the
users the concept can be improved accordingly.
Assumption testing: Assumption testing is another important design thinking tool that,
helps to process the available data for accessing the likelihood.
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For developing an android app for the students of age group between 8 and 16, the
design thinking tool that is strictly required to be considered is rapid prototyping and rapid
concept development. The interface and the digital platform must be tested before the final
implementation of the mobile app. the system should be free from complexity and user friendly.
3. Launch plan
Start doing competitive analysis to define the persona of the buyers and creative
developers
Planning for the release date of the android app
The app store pages should be optimized
Defining the name of the app with appropriate description
Developing feedback loop (Levick-Parkin & Hanson, 2015)
Searching for the UPS of the app
Developing plan for user engagement and retention
Developing the app update description space for the marketing
The android app developed for promoting the creative thought of 8 to 16 years old
students will be launched online through a promotional event organized by a Facebook social
network. At the same time the people who want to take part in the physical event also that is
going to take place in a community hall on 28th November (28/11/2017) at 6: 00 PM.
As the target users of the app aged between 8 and 16, thus, the details of the app and its
promotional details are advertised in different news channels and cartoon channels as well.
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4. Resource plan
Understanding the existing situation of the learning and teaching
Defining ways to drive the revenue of the mobile app
Development of the line of action
Developing strategic objectives to develop a mobile app for promoting the
creative ideas of the age group of between 8 and 16
The other resources are as follows:
Physical resources Location for the Papp
promotional event
Software hardware internet
services
Human resources System analyst
Business analysts
IT experts application
programmers
Cloud service providers (vendor
as well as suppliers)
Business partners (None)
Intellectual resources Recognizing proper value in
being innovative
Investment on innovation with
the help of development,
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9DESIGN THINKING TOOLS
patenting etc.
Operational and functional
business strategy development
Financial resources The estimated budget for the launching
the app through promotional event is:
$20,000.
5. Long term plan
In order to develop online app for promoting the creative thought of the students it is
necessary to develop an android app for promoting the 8 and 16 years old student’s creative
thought it is necessary to integrate the business process, production and security mechanism as
well (Yeager et al., 2016). Considering every success elements, measures and security of the
android app and also consideration of the app security will help to bring long term success to the
system developers.
6. Recommendations
Application level security verification: Proper application security and non commercial
treatment are needed to be considered by the app developers to keep the security of the mobile
application.
Enterprise security API: Proper enterprise security Application Programming Interface
(API) are also needed to be considered for the open sourced, web application level security of the
mobile app developed for promoting the creative ideas of 8 to 16 years old students.
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7. Time frame or schedule to develop an android app for promoting the 8 and
16 years old student’s creative thought
Task Name Duration Start Finish Predecessors
Time frame development
for the mobile app
developers
77 days Thu 9/21/17 Fri 1/5/18
Project initiation 20 days Thu 9/21/17 Wed 10/18/17
Details understanding of
the issues associated to
traditional learning
3 days Thu 9/21/17 Mon 9/25/17
Identification of the
risks associated to mobile
app
3 days Tue 9/26/17 Thu 9/28/17 2
Literature review on
modern mobile app
9 days Fri 9/29/17 Wed 10/11/17 3
Feasibility study 5 days Thu 10/12/17 Wed 10/18/17 4
Project planning 21 days Thu 10/19/17 Thu 11/16/17
Literature review on
design thinking tools
5 days Thu 10/19/17 Wed 10/25/17 5
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11DESIGN THINKING TOOLS
Identification of
different DT tools
4 days Thu 10/26/17 Tue 10/31/17 7
Defining specific tool
for developing the mobile
app
4 days Wed 11/1/17 Mon 11/6/17 7,8
Analysis of the tools 4 days Tue 11/7/17 Fri 11/10/17 9
Relating the most
appropriate tool to
developed android based
mobile app
4 days Mon 11/13/17 Thu 11/16/17 10
Project execution 21 days Fri 11/17/17 Fri 12/15/17
Market competitors
identification
4 days Fri 11/17/17 Wed 11/22/17 11
Project launch plan 5 days Thu 11/23/17 Wed 11/29/17 11,13
Project resource plan 7 days Thu 11/30/17 Fri 12/8/17 14
Project long term plan 5 days Mon 12/11/17 Fri 12/15/17 15
Project closure 15 days Mon 12/18/17 Fri 1/5/18
Stakeholder signoff 5 days Mon 12/18/17 Fri 12/22/17 16
Final documentation 7 days Mon 12/25/17 Tue 1/2/18 18
Post project evaluation 3 days Wed 1/3/18 Fri 1/5/18 19
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References
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