In this lesson you are participating in design thinking by doing the thing itself: marking up a worked case, not reading a definition of it.
Most problems you will meet in community and work have no neat right answer. Design thinking starts with the people affected, tests rough ideas early, and changes course when the evidence says so. Today you label four moves in a case (who the user was, what the team observed, what they prototyped, and what changed), then write from those labels into your Digital Portfolio.
These three terms are the vocabulary you need to read the case. In a few minutes you will place four annotation labels on it: user, observation, prototype and result. Only prototype sits in both lists; the other labels name moves you will hunt for in the text.
| Term | What it means for you | Real example |
|---|---|---|
| Design thinking: a human-centred way to tackle open problems by starting with people, testing rough ideas, and looping back | The method behind the collaborative task later in this strand | A public youth service redesigning walk-in support around how teenagers actually turn up |
| Human-centred: built around real users' needs and barriers, not around what suits the organisation | Your annotation tags will hunt for who the user really was | Watching young people at a drop-in desk before redrawing the booking process |
| Prototype: a rough, testable version of an idea, cheap enough to change or throw away | One of the four labels you will place on the case | A paper mock-up of a new appointment card tried with five users for one afternoon |
Marking the case yourself, then seeing the model, is the lesson. Reading a summary is comprehension; placing the labels and finding what you missed is design thinking in practice.
Part 1 — Annotate (about 18 minutes). Read the Coastal Youth Hub worked case once. Use the four labels: user (who it was really for), observation (what the team saw or heard rather than assumed), prototype (what rough version they tried), and result (what actually changed). Place every label before anyone reveals the model.
Part 2 — Compare with the model (about 7 minutes). When your teacher shows the model, note where you agreed and where you differed. One miss is normal; the useful question is why you skipped that phrase.
Part 3 — Write your Design Thinking Case Study (about 10 minutes). If you do not yet have it, create a document called Design Thinking Case Study in your Strand 2.1 folder. Open it and write:
This document is a building block for the collaborative design-thinking task later in the strand and feeds the evidence trail toward your Portfolio in Action. Keep it honest and specific.
Talk these through with the person beside you, then add a short portfolio note under today's case study.
1. If the Coastal Youth Hub team had skipped the waiting-area evenings and gone straight to new posters, what problem would they have solved, and whose problem would still have been sitting at the hatch?
2. Open any community-issue notes you already have in Strand 2.1 (or, if you do not have them, pick one live issue from school, club, or a local service you actually use). Where might you be assuming, rather than observing, what people actually do?
Portfolio note (before you leave this step): under your Design Thinking Case Study, add two lines headed Where I might be assuming. Name the issue and the assumption in plain words.
Today you participated in design thinking by annotating a worked case, not by memorising a slogan.
Optional stretch: add a fifth line to your case study naming one place in your own life (school, club, part-time job) where a "poster fix" is being tried instead of watching how people actually behave.
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