Design Thinking Reflections and Learning Launch - MGMT20140

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This report presents a series of reflections on design thinking activities undertaken in the MGMT20140 module. The student reflects on experiences from Weeks 8, 9, and 10, covering topics such as paper prototype testing, learning launch, and presentation skills. Each reflection includes a description of the activity, thoughts and feelings during and after the activity, key learnings, and areas for further development. The report also links these experiences to relevant academic theories, demonstrating an understanding of design thinking principles. The student highlights the importance of rapid prototyping, user feedback, and effective presentation in the product development process. The reflections demonstrate the student's ability to self-analyze, identify strengths and weaknesses, and propose actionable steps for improvement. The report emphasizes the iterative nature of design thinking and the value of learning from both successes and failures. The student focuses on the importance of practical conceptual thinking.
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Design thinking
Week 8
MGMT20140: Simple Reflective Template Template number: 1
Name and student ID:
Activity/experience Description:
In week 8, the activity motivated me to participate in a paper prototype
testing of an early version of a mobile app for monitoring the light
control system inside a house in spite of having a fear to fail in it.
Date of the
activity/experience:
Thoughts and Feelings DURING the activity:
I tried my best to think of a prototype and to make a design of the same while wishing to obtain the
real App. This activity provides me with a clear idea of rapid prototyping and its working.
Thoughts and Feelings AFTER the activity:
I experienced that I had no idea about rapid prototyping earlier but through this activity although I
was not able to do a great job I had an amazing experience.
What can you learn from this activity?
I was surprised to know that I was aware of the mistakes I made which I didn’t focus on before
however, afterward, it was visible. I could correct my mistakes while I practiced testing scenarios.
What can you do to develop yourself further in the context of this activity?
The activity motivated me to design my own ideas as it will help me develop practical conceptual
thinking while focusing on the faults.
Academic Reference to link this to theory
Charlie. (2016). Design Thinking - Paper Prototypes [Video]. Retrieved from https://www.youtube.com/watch?
v=85muhAaySps
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Design thinking
Week 9
MGMT20140: Simple Reflective Template Template number: 2
Name and student ID:
Activity/experience Description:
In-class activity on week 9 was based on ‘Learning Launch’. The activity
makes us use a paper to ask empathetic questions on the mobile app
tested in previous activity while recording them on the feedback capture
grid.
Date of the
activity/experience:
Thoughts and Feelings DURING the activity:
Initially, we tried to assemble our thoughts on the topic to ask questions on positive, negative,
suggestion and Ideas as a user which was easily done by other group members. Honestly, I always
find it fascinating to know other's points of view and enjoy doing it.
Thoughts and Feelings AFTER the activity:
The activity was interesting and fascinating just the difficult part was to design the questions and
answer them as I don't belong to software background. I somehow was able to answer as a user as I
thought it will help me to learn evaluation.
What can you learn from this activity?
The thoughts of an evaluator behind the prototype testing. I have to think about different points of
view to correct my own faults.
What can you do to develop yourself further in the context of this activity?
Evaluation and testing other’s work to help me increase my learning on how an evaluator would feel
about my work. I will be able to correct my mistakes and work accordingly.
Academic Reference to link this to theory
Abdulla, A., & Cramond, B. (2018). The Creative Problem Finding Hierarchy: A Suggested Model for
Understanding Problem Finding. Creativity. Theories – Research - Applications, 5(2), 197-229. doi:
10.1515/ctra-2018-0019
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Design thinking
Week 10
MGMT20140: Simple Reflective Template Template number: 3
Name and student ID:
Activity/experience Description:
On Week 10, the activity initiated with the presentation of after the
brainstorming of the problem to launch the prototype. The launch
feedback is essential to obtain and provide feedback on the product.
Date of the
activity/experience:
Thoughts and Feelings DURING the activity:
The activity of the week was in continuity of the previous one for presenting the work in class.
Followed by the presentation, our group have a chance to receive a lecturer’s and other group’s
valuable feedback.
Thoughts and Feelings AFTER the activity:
After a long discussion, our group decided to take up the previous activity topic for the presentation.
The whole activity helps us to learn the prototype testing, launch and to present it in front of the
students. It feels like launching a whole new product.
What can you learn from this activity?
The value of launch and testing of product is what individuals rely on. I considered that the
presentation is essential for the product as it could develop more hype in the market for the product.
What can you do to develop yourself further in the context of this activity?
The whole activity is an important factor to make a product successful. Therefore, it is essential to
plan and present. I would try to develop more interest in the presentation of a product.
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Academic Reference to link this to theory
Effective presentation skills a practical guide for better speaking. (2000). Retrieved 1 October 2019, from
http://vidmaxbuy.vpstwo5.me/effective-presentation-skills-a-practical-guide-for-better-speaking.xhtml?
i=sportsquotesbuy&category=pubcert-2&fid=15
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