The design phase is multifaceted and messy. High-level project challenges, such as ‘how might we make virtual reality in the classroom more accessible’ are identified and converted into project briefs. The briefs are then advertised to students in the form of calls to action, kind of like an RFP but for student talent. Students apply to work on projects and tackle challenges that affect the student experience. Once the students are in place, they proceed to the first step of the design process: problem definition. Teams of students refine the original, high-level challenge to a level of specificity that is realistic and achievable, such as ‘HMW design and deliver a platform for students and faculty to co-create VR simulations for the classroom.’
Teams of students will continue to work through a human-centered design process to (re)define problems, generate and collect user-research, synthesize, ideate, prototype, conduct user testing and work towards solutions that address key challenges facing the student experience.
Open calls for students will be posted here when available.