Trajectory of Learning & Making
 
 
 
 
 
 

DEFINING THE SPACE

Fellows will explore the issue of adolescent health over a two week period through talks with health care professionals at the global level (WHO; UNICEF ADAP & WASH) and the local level (DOH, NGOs).  They will watch documentary films, read publications on adolescent health and gather relevant data to map problems in the areas of adolescent health from TB, Dengue and communicable diseases to mental health issues, childhood obesity and risky behavior. Fellows will then decide on a topic they wish to address and form working groups accordingly.
Fellows Will:
  • EXPLORE THE ISSUE OF ADOLESCENT HEALTH
  • MAP PROBLEM AREAS
  • CONDUCT RESEARCH
  • DEFINE THE PROBLEMS THEY WISH TO ADDRESS
  • FORM WORKING GROUPS

    ★ INQUIRING . RESEARCH . INTELLIGENT RESOURCING

EXPLORE POSSIBILITY

Kicking off with a day long Imagination Camp and continuing over a two week period, young people will explore emerging technological contexts. In a setting of inspiration gathering and group concepting, young people will work alongside industry professionals and innovators from Google, Globe, Sun Microsystems, Oculus and the like and explore how emerging developments in virtual and augmented reality, social media, mobile and place-based apps, soft circuits and wearable technology, robotics and digital fabrication can be applied to the area of adolescent health.
Fellows Will:
  • EXPLORE EMERGING TECHNOLOGIES
  • UNDERSTAND THEIR AFFORDANCES
  • BRAINSTORM APPLICATIONS IN THE FIELD OF ADOLESCENT HEALTH
  • ENGAGE IN RAPID PROTOTYPING AND GROUP CONCEPTING

★ EXPLORING & EXPERIMENTING . ANALYZING & SYNTHESIZING KNOWLEDGE

Generate Solutions

After mapping out problem areas in adolescent health and exploring the affordances of emerging technologies, fellows will engage in intensive brainstorming sessions where they design inventive solutions to specific health problems. They may imagine solutions as diverse as developing radio dramas or podcasts that reinforce messages on sexual and reproductive health; a mobile app that helps young people map out emotions and engage in self-care and wellness practices; to a physical device that records your physical activity and provides you with just-in-time prompts to keep healthy.
Fellows Will:
  • ENGAGE IN THE PROCESS OF IDEATION
  • RAPIDLY SKETCH OUT SOLUTIONS TO A SPECIFIC PROBLEM

★ DESIGNING. CREATING. PROCEDURAL THINKING

 

REFLECT

Integral to the fellowship program is a process called “praxis,” which combines ideation, design and practice with cycles of reflection. Self-doubt, critique and the practice of giving and receiving feedback are integral to this process. Fellows are challenged to question their assumptions and evaluate the merit of their ideas: Is the delivery system I chose the best fit for my end user? Am I using a particular technological platform in a purposeful way? Do I capitalize on its particular affordances? Is the technology I chose and features I designed a nice to have or a must have? Am I designing user interface and user experience in the best way possible for my intended audience?
Fellows Will:
  • REFLECT ON THEIR DESIGNS
  • QUESTION THEIR ASSUMPTIONS
  • EVALUATE THE MERIT OF THEIR IDEAS
  • ENGAGE IN FEEDBACK LOOPS WITH THEIR PEERS, MENTORS,
  • HEALTH CARE PRACTITIONERS AND OTHER STAKEHOLDERS

★ INQUIRING. INTELLIGENT RESOURCING. EMPATHIZING.
ANALYZING & SYNTHESIZING KNOWLEDGE. ITERATING

BUILD A PROTOTYPE

Fellows engage in several prototyping processes. Armed with markers, post-its and craft paper, they build functional paper prototypes of their designs and immediately delve into a feedback loop with their peers and mentors. From there, fellows rapidly move to building a functional digital prototype that demonstrates key features of their product. Included in this process are: Modeling the flow of user behavior and interactions with the system; Determining key functionalities; Information architecture; Wireframing and design; Development; Internal testing; and iterations based on multiple forms of feedback.
Fellows Will:
  • MAP OUT DELIVERABLES
  • DEVELOP A PRODUCTION TIMELINE
  • ASSIGN ROLES (PROJECT MANAGER, DEVELOPER, STORYTELLER, ARTIST, UX DESIGNER, SOUND ENGINEER)
  • CODE
  • BUILD
  • TROUBLESHOOT/DEBUG/QA

★ LEARNING BY DOING. CREATIVE PROBLEM SOLVING

test

Once a prototype is built and tested internally, fellows then deploy their prototypes to a small sample of end users and key stakeholders in the problem area of adolescent health that they are addressing. Through surveys, one-on-one interviews, focus group discussions, video recordings of end users interacting with their products and any data retrieved from the back end of the systems they design, fellows gather relevant data that will inform the process of iteration and improving upon their work.
Fellows Will:
  • TEST THEIR PROTOTYPES WITH THEIR INTENDED END USERS
  • (ADOLESCENTS WITH A PARTICULAR HEALTH PROBLEM)
  • TEST THEIR PROTOTYPES WITH RELEVANT STAKEHOLDERS(HEALTH PRACTITIONERS, TECHNOLOGISTS, FAMILIES)
  • GATHER QUANTITATIVE AND QUALITATIVE DATA

★ INTELLIGENT RESOURCING. LEARNING FROM FAILURE

iterate

Fellows will analyze data gathered through testing, synthesize knowledge and use key insights to inform the cycles of ideation, design, prototyping and testing that will ensue.
Fellows Will:
  • UTILIZE DATA RECEIVED FROM TESTING TO IMPROVE UPON THEIR DESIGNS
  • INFORM THEIR PROCESS AND BENCHMARKS MOVING FORWARD

★ ANALYZING & SYNTHESIZING KNOWLEDGE. ITERATING.
LEARNING FROM FAILURE. CREATIVE PROBLEM SOLVING

 

launch

Through a launch event and a series of conferences and meet ups on adolescent health problems and solutions, fellows will showcase their work; elaborate upon process and lessons learned; and pitch their prototypes to incubator programs or investors who may wish to provide the resources that will allow them to develop their products further.
Fellows Will:
  • LAUNCH THE PRODUCT OR SERVICE THEY CREATED
  • MAY OPT TO CONTINUE COMING TO MAKERLAB SO AS TO CONTINUE DEVELOPING THEIR PROJECT

★ ANALYZING & SYNTHESIZING KNOWLEDGE. ITERATING.
LEARNING FROM FAILURE. CREATIVE PROBLEM SOLVING