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Classroom Card #3930
Smugglers, racecar drivers, and Barbies: design module for first year students
Updated: 1/18/2024 8:43 AM by Jodi Prosise
Reviewed: 2/18/2025 10:33 AM by Brian Woods
Summary
Exciting mini design projects with customer personas introduce first-year students to the process of customer discovery, concept generation, and prototyping.
Course
Introduction to engineering design
Time
One week
Materials

Persona Cards

Prototyping materials and equipment

Makerspace

Prerequisites
None
Description

Currently, this GIFT is designed as a module within a longer introduction to engineering course. The module lasts two weeks, meeting twice in 2-hour sessions. The module could be adjusted to take more or less time depending on individual needs.
   
Session 1: 2 hours
After a brief presentation introducing the steps of the engineering design process (Ask, Imagine, Plan, Create, Improve) and a tour of our makerspace, teams of students select from a given set of design projects. Project descriptions are written to be fun and interesting, with some initial constraints but intentionally vague to force students to interview a customer for further details. Projects can be designed to fit any field of engineering. Students are provided a workbook that walks them through the process and leaves space for them to fill in work along the way.
   
A major emphasis is customer discovery. A volunteer (e.g. staff or faculty) serves as the customer. When students select a project, they choose a card from a table with that project shown on the front, and on the back there is a persona indicated. The customer responds to their interview questions as if they are the persona on the card. This adds a fun and interesting twist to the projects for the students! Personas can also be personalized to the institution and instructor.
   
Students then brainstorm, complete a decision matrix, and make a plan for how they will construct their prototype, including what materials they will need to purchase. A list of materials and their costs are provided to the students.
   
Session 2: 2 hours

Once they have submitted their plans, they receive $10 (in toy money) that they use to purchase their prototyping materials. Students work together to make a prototype that functional and aesthetically pleasing. They must get feedback on their prototype from the customer and make a marketing poster. As a final assignment they submit a reflection on how they would improve the product in future iterations based on the customer’s feedback.

Curiosity
  • Demonstrate constant curiosity about our changing world
Connections
  • Integrate information from many sources to gain insight
Creating Value
  • Identify unexpected opportunities to create extraordinary value
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