Focus

Activities/Tasks

Day 0

9/07

Planning and preparing for the design sprint

· Select overarching challenge

· Get a “decider” (or two)

· Recruit design team

· Schedule extra experts

· Select facilitator

· Block days on calendar

· Identify design workshop location

Day 1

9/28

Identifying the core challenge and system leverage points

· Introductions to build cohesion

· Overview of design sprint and questions

· Set long-term goal

· Systems mapping and leverage points

· Ask the experts

· Create guiding “How might we…” statements

· Select target population

· Initial concept posters for program

Homework: talk to local youth about favorite games and activities; talk to local youth-serving professionals about program needs and organizational capacity

Day 2

10/18

Designing games for health

· Play and analyze existing games

· Game design basics

· Identify skill/content areas of focus

· Creating educational game prototypes

· Brainstorming educational games (crazy 8’s, storyboarding and concept posters)

· Identifying and selecting key components (buy-a-feature)

Homework: present concept posters and storyboards to youth for feedback on questions, concerns, likes/dislikes, and recommendations

Day 3

10/19

Refining and re-iterating program games

· Brainstorm and re-iterate compelling prototypes

· Critique and re-iterate prototypes

· Objectives, instructions, and functionality of games

· Designing specific game components and features

· Play-testing

Homework: show prototypes to stakeholders for feedback

Day 4

11/6

Finalizing prototypes and soliciting user feedback (part 1)

· Finalize game components, functionalities and features, and program logistics

· Decide on names for games and graphics theme

· Create final prototypes

· Develop questions and protocol for user-testing

· Usability testing with local youth

Homework: review feedback and use to modify games

Day 5

11/8

Finalizing prototypes and soliciting user feedback (part 2)

· Usability testing with adult community stakeholders

· Review feedback from adults; compare to feedback from youth

· Modify games using stakeholder feedback

Homework: present revised games to youth for feedback; begin planning for feasibility testing