Design Elements Badge
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Design Elements Badge

Issued by:
Issued on: 1.4.2021
Earner: Simal Gormus
eCampusOntario is a provincially-funded non-profit organization that leads a consortium of the province’s 48 publicly-funded colleges, universities and indigenous institutes to develop and test online learning tools to advance the use of education technology and digital learning environments. eCampusOntario operates the Student Experience Design (SXD) Lab, which is learner-centric design hub that works with students to conduct the following: 1. Define problems facing the student experience 2. Design solutions (in the form of prototypes) to well-defined problems 3. Empower students with new skills, experiential learning opportunities and tools to be better problem-solvers. 4. Develop a culture of learner-educator co-creation and student-led innovation. This badge demonstrates an ability to utilize design thinking processes to approach problems and build solutions with a focus on collaborative co-design (that incorporates multiple stakeholders). Badge recipients can produce evidence in the following domain areas: Problem Definition, User Research, Synthesis and Analysis, Ideation, and Prototyping.

Criteria

**STAGE 1: PROBLEM DEFINITION **

Stage 1 recognizes an ability to dissect complex or systemic problems by narrowing the scope of a challenge to a level of specificity that makes designing solutions realistic and achievable. Problem definition requires focus to identify and define the problem at hand, and discipline to ensure that one does not jump to solutions too quickly. These skills are particularly helpful when addressing complex, systemic problems. Accurately defining a problem ensures future design processes focus on the right solution to the right problem.

Stage 1 (problem definition) recognizes an ability to interpret complex problems that guide a design process.

Eligible Evidence: "How Might We” problem statement; Description of defined problem within context

**STAGE 2: USER RESEARCH **

User research exposes the context and complexities of a problem. More importantly, user research keeps the user at the center of the work which allows the designer to re-examine the problem through the lens of users.

Stage 2 (user research) recognizes an ability to conduct user research (such as user interviews) with key stakeholders, with the goal of incorporating user needs to inform the design process.

Eligible Evidence: Documentation - correspondence, interview records (video and/or audio recordings accepted); Evidence that user-research generated/collected informed the problem statement (i.e., redefined problem statement based on user input data); Other documentation such as surveys, observations, focus groups, journey maps, storyboards, etc.

**STAGE 3: SYNTHESIS AND ANALYSIS **

A designer needs to be able to synthesize data, generate key insights and identify themes and patterns in the design of innovative solutions.

Stage 3 (synthesis) recognizes the ability to synthesize information from primary and secondary research to generate insights. Synthesis involves the creative amalgamation of analysis and research to identify key insights, patterns and themes in collected data.

Eligible Evidence: Documentation - written or video evidence highlighting insights gained from user research; Visual documents such as synthesis maps, mind maps and diagrams; Whole ideas formed via synthesis

**STAGE 4: IDEATION **

Ideation is the unrestrained, free thinking process that generates a significant volume of ideas with the potential to solve a problem. Ideation encourages students to be creative, to think outside of the box, and to think big.

Stage 4 (ideation) recognizes the ability to devise multiple concepts (from insights to propose potential solutions.

Eligible Evidence: Proof of concepts; Documentation - written or video evidence highlighting the tools used to generate ideas, i.e., prospective solutions solving a defined problem; Visual documents demonstrating ideation process such as brainstorming, sketches, storyboards, workshops, and journey maps

**STAGE 5: PROTOTYPING **

Prototyping involves producing representations of products, services or systems, in order to reveal any problems with the current design. Prototypes are early, inexpensive, small-scale, and tangible. Stage 5 (prototyping) recognizes the ability to convey an idea in the form of a prototype in order to test and refine prospective solutions to a problem.

Stage 5 (prototyping) recognizes the ability to convey an idea in the form of a prototype to test and refine prospective solutions to a problem.

Eligible Evidence: Prototypes (physical and/or digital representations)?such as diagrams, wireframes, roadmaps and frameworks