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Sweat Equity Enterprises

   5 Step Process
(SEE )
      Curriculum & Guide
               Table of Contents
  Introduction ................................................................................................................................. i

  Step 1 ...........................................................................................................................................1
          Activity 1 Brief ............................................................................................................5
          Activity 2 Brief ..........................................................................................................11
          Activity 3 Brief ..........................................................................................................17
          Activity 4 Brief ..........................................................................................................20

 Step 2 ...........................................................................................................................................26
          Activity 1 Brief ........................................................................................................31
          Activity 2 Brief ........................................................................................................38
          Activity 3 Brief ........................................................................................................44

 Step 3 ...........................................................................................................................................60
          Activity 1 Brief ........................................................................................................65
          Activity 2 Brief ........................................................................................................70
          Activity 3 Brief ........................................................................................................78

 Step 4 ...........................................................................................................................................94
          Activity 1 Brief ........................................................................................................99
          Activity 2 Brief ......................................................................................................105
          Activity 3 Brief ......................................................................................................111
          Activity 4 Brief ......................................................................................................115

 Step 5 ..........................................................................................................................................128
          Activity 1 Brief ......................................................................................................133
Introduction to SEE
           Sweat Equity Enterprises

What is SEE?
In 2004, Sweat Equity Enterprises (SEE) was founded by Marc Ecko to help youth discover their
creative and career potenial. SEE builds ground breaking collaborations between youth and industry.
SEE is a youth development program where teens participate in hands-on design projects. Youths
gain intensive design, technology and professional training as they develop original graphic, product,
or apparel designs in collaboration with a company partner. Through the program companies gain
a youth perspective that can help shape their brand, products, and marketing while young designers
gain a variety of 21st century skills that are transferable not just to school and career but to every
aspect of their lives.

Past projects have included bags for Marc Ecko Enterprises, graphics for New York Cares and Abada
Capoeira, shoes for Sketchers, watches for Callanen/Timex, package design for Dr. Miracles
Hair Care Products, skateboards for Zoo York, outerwear for Marc Ecko Enterprises, cars for Nissan
and branding for Best Buy and RadioShack.




                                          Introduction iii
What is SEE’s learning process?
Over the course of approximately three to four months, young designers produce original concepts for
corporate clients following our methodology below:




                5 Step Design Process
                    1      KICK OFF
                                                      IDENTIFY DESIGN CHALLENGE




                                                       INFORMATION GATHERING

                    2      RESEARCH                          INSPIRATION


                                                  CRITIQUE

                                                             BRAINSTORM

                    3     CONCEPT
                          DEVELOPMENT                    CONCEPT REFINEMENT


                                                  CRITIQUE

                                                           FINAL CONCEPTS

                    4      FINAL CONCEPT
                           DEVELOPMENT
                                                                REVIEW


                                                               FINALIZE
                                         CRITIQUE/FOCUS GROUP


                          FINAL
                    5     PRESENTATION
                                                         CLIENT PRESENTATION




                                         Introduction iv
What are the skills SEE’s students gain?
SEE does not intend to make all participants into designers – but rather build on the proven capacity
of design education to give them valuable transferable skills that can be used in every area of their
lives. In SEE’s 5 Step Design Process students learn, apply, and understand the following skills:

     Professional: public speaking, project management, time management, Photoshop & Illustrator,
     information management, market research, and insight into brands & consumer products.

     Socio-emotional: problem-solving, communication, constructive self and peer criticism,
     collaboration, and resiliency.

     Academic: critical thinking, research, business, literacy, and math




Constant Reinforcements
Constant Reinforcements and facilitate better learning during the 5 Step Design Process. The
purpose of the Constant Reinforcements is to build-in skills and understandings our young designers
will use and need during Step 5 Final Presentation and in life.

By applying these Constant Reinforcements in each step of the design process SEE’s young designers
will be consistently:

     Reading
     Readings reinforce design understandings and design terminology.

     Writing
     Writing reinforces reflection and understanding of readings, research, and design concepts.

     Discussion
     Discussions allow SEE’s young designers to develop their oral skills and enhance their
     understanding of the Design Process. These discussions also prepare our young designers for
     presentations and design critiques.

     Visual
     Visualizing allows SEE’s young designers to use their understandings about design and manifest
     them in a visual medium. Mediums for visualization include but are not limited to: sketching,

                                           Introduction v
vector-based software, image-editing software, images, videos, models/prototypes, mood
     boards, logos, and presentations.

     Presentation
     Client presentations and design critiques end every step in the design process. They reinforce
     oral and visual skills and encourage professionalism.

     Design Programs
     Reinforcing design programs during each step within the design process allows SEE’s young
     designers to become familiar with various tools and techniques. This familiarity with design
     programs will enable our young designers to be more prepared during the final steps in the
     design process when the workload heightens.

     File Preparation
     File preparation reinforces organization and documentation during the design process. In
     additon the process of documentation allows students to reference prior learnings.

In this Curriculum & Guide you will find Constant Reinforcement boxes on the Activity Brief pages.
The Constant Reinforcement boxes include stars on top of each reinforcement to denote its use in the
activity. This is a tool to ensure that our young designers are learning the skills they need to complete
their projects and prepare them for their lives after SEE.




                                           Introduction vi
Step 1 Design
       Challenge
               9 hours 30 minutes




      Step 1
Design Challenge Overview

    Goal:
    The goal of Step 1 is for SEE’s young designers to fully understand their design challenge.
    Through research and an initial client presentation young designers begin to explore the
    client (the company, its products, market, competitors etc.) and develop a better understand-
    ing of the project demands and constraints. Throughout this phase young designers practice
    researching, writing, asking questions, giving and receiving feedback, professional etiquette,
    presentation skills, and working with design software.




    Understandings:
    • Students will understand the importance of preparing for meetings including how to
    research a client.
    • Students will understand that the first meeting with the client is their opportunity as
    designers to extract as much information as they can from the client.
    • Students will understand that professional behavior and preparation are an important part of
    making a good professional impression on a client.
    • Students will understand that note-taking, during research and presentations, is an
    essential part of organization and documentation in the design process.
    • Students will understand that clients have constraints based on, but not limited to: time,
    budget, target consumers, target market, etc.
    • Students will understand that client constraints impact decision making throughout the
    design process.




2                                                Step 1
Able to Do/Apply:

• Conduct research and present their findings to a group.
• Extract and document important information from conducting client research and the client
presentation.
• Analyze their client research, identify gaps, and prepare clarifying questions for the client.
• Discuss project details and identify constraints.
• Practice giving and receiving feedback to their peers.
• Identify key terms for Step 1 (below).




                                            Key Terms
Brand                      Market                      Research                  Trend Forecast
Client                     Mission Statement           Revenue
Competitors                Product                     Survey
Constraints                Professional (ism)          Target Market/Audience
Consumer                   Professional Etiquette      Time Lines




                                                    Step 1                                         3
Design Challenge


Activities
Activity 1 – Preparing for the Client: Research and Meeting Prep
Approximately 5 Hours



Activity 2 – Presenting Yourself to the Client: Professional Behaviors
Approximately 1 Hour 30 Minutes



Activity 3 – Client Presentation
Approximately 1 Hour



Activity 4 – Client Presentation Debrief & Understanding Client Constraints
Approximately 2 Hours




                        Step 1
Activity 1
 Brief               Preparing for the Client: Research and Meeting Prep




Objectives:                                             Activity Procedural Overview:

• Students will understand the importance               1. Discussion: Design Challenge
of preparing for the meetings including                 2. Developing Research Questions
conducting research on a client and their               3. Conducting Research
market.                                                 4. Preparing Short Presentations
• Students will understand that the initial             5. Reporting Back Key Findings
client meeting is their opportunity as                  6. Discussion: Activity Debrief and Client
designers to extract as much information                Questions
as they can from the
client.




                                 Constant Reinforcements
       Reading                 Discussion              Presentation          File Preparation


        Writing                   Visual           Design Programs

                                              Step 1                                                 5
Materials for Facilitator:                           Materials for Students:

    • Blackboard/poster board                            • Computer
    • Markers/chalk                                      • Computer printer
                                                         • Internet access
                                                         • Pen or pencil
                                                         • Sketchbook/journal




    Prerequisite:

    Some prior knowledge of word processing, internet navigation. SEE’s Design and Business
    Foundations.




6                                               Step 1
1. Discussion: Design Challenge                                                               Notes:

                Approximately 30 minutes

Transition into Step 1, Design Challenge, by reviewing the SEE 5 Step
Methodology and walking through the goals and objectives of Step 1. Then,
briefly introduce the design challenge and the client including:
      • Purpose of the client presentation
      • Date and time of presentation - example: 03/07/09 at 11:00 a.m.
      • Location of presentation - example:
      classroom conference area                    Tip
                                                           Visually displaying the
      • Attendees (include names and position)             presentation details on a
      - example: Thomas Brown, Senior Vice                 blackboard or poster sets a
      President of Merchandising                           target goal for the students.
      • Time frame (1 hour minimum) -
      example: 11 a.m. – 12:00 p.m.

This is a good time to initiate a class discussion about how to prepare for the
upcoming client meeting/presentation. Discussion points might include: Now
that we have been introduced to the project and completed both design and
business foundations, what do we need to do to prepare for our first client
meeting? What should we know going into the client meeting? How can we get
information about a client?

Close the discussion by explaining that the students will start preparing for the
client presentation by conducting research.


2. Developing Research Questions
                   Approximately 30 minutes

Assign students into research teams of two. Each pair will write a total of 20
research questions on the topics below (approximately 5 questions per topic):
      • Client’s identity, logo, personality, products and brand
      • Client’s market, competitors, market/
                                                     Tip
      industry trends                                       Sending an e-mail to the client
      • Client’s target market/demographic (i.e.            with questions will also help
      the typical consumer, who buys it?)                   the client prepare for their
      • Client’s costs, revenues, profits                   presentation.

Below are some sample questions to provide to students.
         • What is the company’s brand and logo? What does it represent?
         • What words are used to describe the brand?
         • What makes their brand different from other brands?


                                              Step 1 Activity 1                                        7
Notes:        • Who is the company’s target market? Why?
              • Does the company set or follow consumer trends?
              • Are they innovative? If so, how (materials, color choices, design, their
              message)?
              • In what areas are their products sold? Why these areas?
              • What stores sell the most products? Where?
              • What is the average price of their primary products? Why?
              • Where do they manufacture their products?
              • Who are the company’s competitors?
              • Where do the competing brands sell their products?
              • What are the competing brands best sellers?
              • What is the average price points for competitor’s products? Why?


         3. Conducting Research
                 Approximately 2 hours

         Student teams should conduct research using the internet (looking at the client’s
         website, articles, ads etc.) trying to find as many answers as possible to their 20
         questions. Students will likely have unanswered questions, which is okay. This
         will lead them to understand that the client meeting is an opportunity to fill in
         these research gaps. Students will give a short presentation to the class of their
         research.

         Note: The facilitator should walk around the room and provide guidance
         to students as needed.

         Students should print out relevant information and articles, take notes in their
         journal, and print out any visual aids (budgets, pictures of products, logos, etc.)
         that would be helpful in their presentation.

         4. Preparing Short Presentations
                              Approximately 1 hour

         Students will create a presentation (approximately five minutes in length) to
         share five key findings that they have learned from researching. Presentations
         should include student drawings, pictures, charts, and other visuals or print-outs
         that they collected during their research phase. This exercise is a practice in
         presentation skills, therefore the content for the actual presentation can be open-
         ended. Students could report key findings from their research or
         other interesting facts that they learned about the client’s business.
         Some options might include creating a poster with information,
         making a collage, or creating a slide presentation. Ask students to


8                                       Step 1 Activity 1
take a couple of minutes to rehearse for their presentation.                           Notes:

5. Reporting Back Key Findings
               Approximately 30 minutes


The students will come together in a round-table to present their key findings to
the group. Each pair should be allocated about five minutes. Groups that are not
presenting should take notes on information being presented by other groups
and ask clarifying questions.

6. Discussion: Activity Debrief and Client Questions
                                          Approximately 30 minutes

After the presentations are complete transition the class into a conversation
on how the initial client meeting is an opportunity for designers to extract as
much information as they can from their client. Open the discussion by asking:
What questions were you not able to get answers to? Point out that although
students found a great deal of information on the internet, they still have many
unanswered questions. Students will have the opportunity to fill in these gaps in
their research by asking the client these questions during their meeting.

Together as a group, the class will compile a list of unanswered questions
(since there will probably be duplicates). Help facilitate which questions
should be included on the list for the client meeting discussing why they
need to know the information. Consider assigning specific questions
to students (or teams) to ask during the client meeting to ensure the
information is collected and to give students practice interacting with the
client in a business meeting.

Note: The facilitator will send in these questions to the client prior to the client
presentation.

Finally, summarize all they have accomplished in Activity 1 and congratulate
the students on a job well done.




                                            Step 1 Activity 1                                   9
Resources
     Marc Ecko Enterprises                 Marc Ecko Blog
     www.marceckoenterprises.com           www.beingmarcecko.com
     Ecko Brazil
     www.ecko.com.br
     Ecko Unlimited - Brazil
     www.ecko.com.br/sobre-comm.php




10                                    Step 1 Activity 1
Activity 2
 Brief                Presenting Yourself to the Client: Professional Behaviors




Objectives:                                          Activity Procedural Overview:

• Students will understand that                      This activity should be conducted before
professional behavior (attitudes,                    the client presentation.
communication, dress, timeliness, etc.)
and preparation (work space cleanliness,             1. Role Playing: Behavioral Scenarios
equipment and materials) are an                      2. Group Discussion on Role Playing
important part of creating a good                    Scenarios
professional impression when meeting                 3. Debrief: Professional Etiquette
with a client.




                               Constant Reinforcements
       Reading                Discussion            Presentation          File Preparation


       Writing                   Visual         Design Programs

                                           Step 1                                               11
Materials for Facilitator:                    Materials for Students:

     • Props for role playing scenarios            • Markers
                                                   • Poster board
                                                   • Pen or pencil
                                                   • Sketchbook/journal




     Prerequisite:

     N/A




12                                        Step 1
1. Role Playing: Behavioral Scenarios                                               Notes:

                       Approximately 30 minutes

Note: In this activity, the facilitator will introduce students to the concept of
professional behavior through role-playing. The facilitator may want to line up
a volunteer or intern ahead of time to help conduct the role-playing exercise.
Students can be included in these role-playing activities.

During the role playing exercise the students should write down their
observations of the characters, room, etc. Observations are not opinions but
rather what the students see. Act out examples of both nonprofessional and
professional etiquette for example, posture, attitude, communication, dress,
timeliness, room cleanliness and technology readiness. Possible scenarios might
include:

Posture
• Slouching - unprofessional
  Sitting up- professional
• Leaning head on hand or on the table - unprofessional
  Keeping head up and paying attention to speaker(s) - professional

Attitudes
• Frowning, sighing, grunting, sneering - unprofessional
  Smiling, making eye-contact, being friendly, acting positive - professional

Gestures
• Not greeting a client/and or introducing oneself – unprofessional
• Shaking a client’s hand - professional
• Waving arms around to answer or ask a question - unprofessional
• Hand raised up high for everyone to see - professional
• Whispering with peers, kicking peers under the table - unprofessional
• Active listening, ignoring distractions from peers - professional

Communication
• Wandering eyes - unprofessional
• Eye contact, active listening - professional
• Interrupting the client, other peers, and/or the facilitator - unprofessional
• Waiting until the speaker is finished - professional
• Mumbling, talking to the ground – unprofessional
• Speaking clearly and loudly to the group - professional




                                           Step 1 Activity 2                                 13
Notes:   Dress
         • Dressing sloppy, wearing untucked shirts or revealing clothes –
         unprofessional
         • Neat, clean attire - professional

         Timeliness
         • Arriving late- unprofessional
         • Arriving early- professional
         • Starting meetings late and without a plan – unprofessional
         • Following an organized meeting agenda & starting and concluding on time –
         professional

         Meeting Room/Workspace Preparation
         • Leaving chairs in an unorganized manner all over the room - unprofessional
         • Planning the seating arrangements prior to arrival - professional
         • Cluttered, unorganized tables and/or workspaces - unprofessional
         • Clean, organized tables - professional

         2. Group Discussion on Role Playing Scenarios
                                             Approximately 30 minutes


         Together as a group, create a list of professional behaviors on a poster to
         be used for reinforcement before each client meeting and professional
         presentation. A student or facilitator can record the behaviors as the class calls
         them out and discusses them.

         Discuss the understandings students have gained. Leading questions could
         include:

         • Think about a time when acting professionally was important.
                • Can you recall your behavior?
                • Did your behavior affect the outcome of the situation?

            Assignment: Have students read the meeting preparation articles in the
            resource section. Students should think about where and how they can
            practice using these tips by taking notes in their sketchbooks. Sample
            answers are: we can practice active listening in our discussion groups or in
            school; or we can have better eye contact with adults.


               • What could you have done to act in a more professional
         manner?



14                          Step 1 Activity 2
• Why is being aware of your behavior important?                                     Notes:


3. Debrief: Professional Etiquette
                 Approximately 20 minutes

Together in a group, students share their notes and findings to the entire group
in a round robin setting. This activity takes place at the start of the next class
since students have homework.




                                            Step 1 Activity 2                                 15
Resources
     “Etiquette for Meeting People in Business,” Lydia Ramsey
     http://www.hodu.com/meeting-etiquette.shtml

     “How to Prepare for Running an Effective Business Meeting,” Jo Schlegel, Editor-
     in-Chief, Salary.com

     http://www.salary.com/personal/layoutscripts/psnl_articles.asp?tab=psn&cat=cat0
     11&ser=ser034&part=par383




16                                              Activity 2
Activity 3
 Brief                                  Client Presentation




Objectives:                                            Activity Procedural Overview:

• Students will be presented with their                1. Client Presentation
design challenge directly from the client.             2. Client Question and Answer
• Students will ask questions unanswered
from their initial client & market
research.
• Students will understand project
constraints.




                                 Constant Reinforcements
       Reading                 Discussion             Presentation         File Preparation


        Writing                   Visual          Design Programs

                                             Step 1                                           17
Materials for Facilitator:              Materials for Students:

     • Blackboard or poster paper            • Pen or pencil
                                             • Sketchbook/journal




     Prerequisite:

     N/A




18                                  Step 1
1. Client Presentation                                                                   Notes:

 Approximately 30 minutes

The goal of this activity is to introduce the design Tip
                                                               Students should be
challenge to the students. The client will prepare a           reminded to take notes
30-minute presentation and leave an additional 30              throughout the client
minutes for question and answers from the students.            presentation and during
                                                               the question and answer
                                                               session.
The client presentation should include:

• Design Challenge goals and time line.
• Company information like company culture, target market, sales, competitors,
trends, key products (related to the project) etc.
• Client project constraints (time, budget, patterns, cost). These constraints must
be defined by the client.

The client should also be prepared to address all or some of the sample
questions sent in preparation for the meeting:

• What is the company’s brand and logo? What does it represent?
• What words are used to describe the brand?
• What makes their brand different from other brands?
• Who is the company’s target market? Why?
• Does the company set or follow consumer trends?
• Are they innovative? If so, how (materials, color choices, design, their
message)?
• In what areas are their products sold? Why these areas?
• What stores sell the most products? Where?
• What is the average price of their primary products? Why?
• Where do they manufacture their products?
• Who are the company’s competitors?
• Where do the competing brands sell their products?
• What are the competing brands best sellers?
• What are the competing average price points for their product etc? Why?
• Where does the company see themselves in two years from now? Five years?


2. Client Question and Answer
             Approximately 30 minutes

At the end of the client presentation, students will have 30 minutes to ask their
prepared research questions (Activity 1).



                                           Step 1 Activity 3                                      19
Activity 4
       Brief              Client Presentation Debrief & Understanding Client Constraints




     Objectives:                                             Activity Procedural Overview:

     • Students will understand that clients                 This activity should be conducted after
     have constraints based on but not limited               the client presentation.
     to: time, budget, target market, etc.
     • Students will understand that                         1. Client Presentation Review
     prioritizing and setting client constraints             2. Client Constraints Discussion
     will impact decision making throughout                  3. Prioritizing Client Constraints
     the design process.




                                      Constant Reinforcements
            Reading                  Discussion             Presentation           File Preparation


             Writing                    Visual          Design Programs

20                                                 Step 1
Materials for Facilitator:              Materials for Students:

• Blackboard or poster paper            • Pen or pencil
                                        • Sketchbook/journal




Prerequisite:

N/A




                               Step 1                             21
Notes:   1. Client Presentation Review
                     Approximately 15 minutes

         Debrief after the client presentation to reinforce the importance of client
         preparation and professional etiquette. This is also a good time for students to
         talk about their experience meeting with the client.

         Questions to ask students during this discussion might include:

         • What new information did we learn from the client?
         • What about your questions? Did you get them all answered?
         • How will we use this new information?
         • Do you feel like we acted in a professional manner? Give examples.


         2. Client Constraints Discussion
                        Approximately 15 minutes


         Although students will have a sense of constraints from their research and from
         the client presentation, constraints are generally a new concept for students and
         they will need to be guided through this process. For example, throughout this
         activity students have started to work with schedules and dates. This concept of
         time management can lead to a discussion of time as a key constraint.

         The discussion should then transition into client constraints. Leading questions
         might include:

         • What is a client constraint?
         • What constraints, or limits, must we consider for our design project?
         • What do we need to know before moving on to the next step within the design
         process?

         Then ask the students to brainstorm client constraints to consider for their
         design project, taking into account their research and the information gathered
         in the client presentation. Record them on the board. Client constraints include
         but are not limited to: time, material costs, target consumer, color, patterns, sale
         price, types of materials, brand identity, etc.




22                            Step 1 Activity 4
Notes:
3. Prioritizing Client Constraints
        Approximately 1 hour 20 minutes

Break students into groups of three or four. Have them prioritize and add to
the list of client constraints (recorded on the board during the discussion). In
these groups, students should discuss and debate why one constraint is a higher
priority than the others. Ask students
to think about the project details they
                                                Tip
                                                      An example of prioritizing client
learned during their research and the client          constraints is the client has deter-
presentation. Then, they should record                mined a price range for the product.
                                                      On the other hand, the client has
a prioritized list of client constraints to           also informed the students that the
share with the group. (30 minutes)                    time line is lenient. Since the price
                                                         is crucial to the client it becomes a
Each group will then present their client                higher priority than time.
constraint list to the group (5-10 minutes
per group), explaining their decisions to the class. This list can use color,
lists, arrows, boxes, and other visuals to explain how the group came to their
decision. (30 minutes)

The students’ lists will be vote on, compiled into one client constraint list,
and shared with the client (these lists can be e-mailed by the facilitator after
the activity). The client should provide feedback (via e-mail or phone) to the
facilitator on the students proposed constraints, setting priorities and adding
any additional constraints that the young designers should keep in mind as
they develop their projects. Once an agreement has been made on priorities,
expectations to uphold and meet these from both sides of the party will be set.
E-mail the client to thank them for their visit, summarizing the understanding of
constraints.




                                            Step 1 Activity 4                                             23
Key Terms

        TERM                                          DEFINITION
     Brand          Unique design, sign, symbol, words, or a combination of these, used to create
                    an image that identifies a product and differentiates it from its competitors. Over
                    time, this image becomes associated with a level of credibility, quality, and
                    satisfaction in the consumer’s mind. Thus brands help consumers make decisions
                    in a crowded and complex marketplace by standing for certain benefits and value.
     Client         A person or group that uses the professional advice or service of an expert.


     Competitors    A company in the same industry or a similar industry which offers a similar
                    product or service.
     Constraints    Limitations or restrictions.


     Consumer       A person who purchases goods or services from another; buyer.


     Market         Actual or conceptual place in the commercial world where buyers and sellers
                    interact to trade goods or services for money or barter.
     Mission        A summary describing the aims, values, and overall plan of an organization or
     Statement      individual.


     Product        A commodity offered for sale; anything that is offered to a market that customers
                    can acquire, use, interact with, experience, or consume, to satisfy a want or need.
                    Products can include services, people, places, and ideas.
     Professional   The skill, competence, or standards expected of a member of a profession,
     (ism)          as distinguished from an amateur.


     Professional   The code of ethical behavior regarding professional practice or action among the
     Etiquette      members of a profession in their dealings with each other.




24                                         Step 1 Key Terms
Research         Diligent and systematic inquiry or investigation into a subject in
                 order to discover or revise facts, theories, applications, etc.
Target Market/   Goal consumer.
Audience/
Consumer


Time Line        A linear representation of important events in the order in which they occurred or
                 will occur; a schedule; a timetable.
Trends           The movement in a particular direction of a variable over a period of time; style;
                 vogue.
Trend Forecast   To predict a future condition or occurrence; to calculate in advance of a trend.


                                                                                      Key Terms




                                        Step 1 Key Terms                                              25
26   Step 2
Step 2 Research &
       Inspiration
                12 hours 30 minutes




       Step 2
Research and Inspiration
             Overview

     Goal:
     The goal of Step 2, Research and Inspiration, is for students to gain a deeper understanding of
     the project by gathering and analyzing market research (including the client information, target
     consumers, product research, trends, etc.). Students will also learn how to find inspiration for
     creating preliminary design concepts.




     Understandings:
     • Students will understand that by conducting thorough market research (target
     consumers, competitive market, etc.) and analyzing this research, they will find patterns
     and trends that will help them understand how to design for their client’s target consumer.
     • Students will understand that by gaining a deeper understanding of their target market
     (competitors, consumers, trends), they will be able to design a marketable, sell-able, and
     innovative product.
     • Students will understand that through inspiration they can stimulate their own creativity.
     • Students will understand that inspiration follows no guidelines; they can choose how
     and where they find inspiration.
     • Students will understand that gaining a deeper knowledge of the marketplace will help them
     formulate clearer ideas on how to continue to gather inspiration.




28                                               Step 2
Able to Do/Apply:

• Know and apply different research methods.
• Conduct market research.
• Collect, prepare, present and discuss information about a client’s market.
• Conduct a market analysis by reviewing information collected and identifying trends and
patterns in the market research.
• Create, discuss and present mood boards based on inspirations.
• Make connections from their market research and use that to inform their inspiration.




                                          Key Terms
                                                                             Primary Research
Inspiration               Market Segmentation      Market Research
                                                                             (Field Research)
Secondary Research
                          Survey
(Desk Research)




                                                Step 2                                          29
Research and Inspiration


Activities
Activity 1 – First Stage of Research- Information Gathering
Approximately 7 Hours 40 Minutes



Activity 2 – Market Analysis
Approximately 1 Hour 40 Minutes



Activity 3 – Inspiration for Innovation
Approximately 3 Hours




                        Step 2
Activity 1
 Brief              First Stage of Research- Information Gathering




Objectives:                                          Activity Procedural Overview:

• Students will research and understand              1. Introduction to Step 2 & Market
the elements of their client’s                       Research
marketplace (company brand, target                   2. Research: Primary and Secondary
consumer, competitors, trends, target                Sources
market-demographic, geography) and                   3. Research Plan
how they inform the design process.                  4. Conduct Research
• Students will understand that gaining              5. Debrief: Visual Presentation Market
a deeper understanding of their target               Research
market will enable them to design a
marketable, sell-able, and innovative
product.




                                Constant Reinforcements
       Reading                Discussion            Presentation          File Preparation


       Writing                   Visual         Design Programs

                                           Step 2                                             31
Materials for Facilitator:                          Materials for Students:

     • Blackboard/poster or board/chart paper            • Computer
     • Markers/chalk                                     • Internet access
     • Magazines                                         • Pen or pencil
     • Internet                                          • Sketchbook/journal
                                                         • Chart paper
                                                         • Markers
                                                         • Magazines
                                                         • Adobe Illustrator or other vector design
                                                         program




     Prerequisite:

     Completed Step 1 Design Challenge, Business Foundations, Design Software Foundations.




32                                              Step 2
1. Introduction to Step 2 & Market Research                                                    Notes:

                                   Approximately 10 minutes

Introduce Step 2 by sharing over arching goals and objectives of this step.
During Step 2 students should gain a deeper understanding of the project by
gathering market research from secondary sources (e.g. the Internet) and
conducting primary research, such as interviewing and observation. They will
also learn how to analyze their research and look for trends and how to use their
research to inform their design inspiration.

The primary goal of market research is to find a real need in the market and
come up with a product or
service to fulfill it. Market      Tip
research is comprised of:                   It is beneficial to break down the activities
                                                 in Step 2 for students so they will be able
1. Marketplace research:                         to apply the design process outside of SEE
identification of a specific market              and speak to it during their presentations.
and measurement of its size and
other determining characteristics.
2. Product research: identification of a need or want in the market and
identifying a good or service that will satisfy that need.
3. Consumer research: identification of the preferences, motivations, and buying
behavior of the targeted customer.

You may use this list as a starting point and to keep students on track during
their research collecting. The information collected through market research
is a critical step in the design process, because it provides the information that
designers need to create marketable, sellable, and innovative products.


2. Research: Primary and Secondary Sources
                                     Approximately 15 minutes

Before the students get into market research they should have an idea of the
different sources of research (primary and secondary) and how to conduct
various methods of research. Distribute a copy of the Resource Sources
handout.

 Handout 1: Research Sources

           Using the Research Sources handout, take 10 minutes to review each
           mode of research with the students. Students can take turns reading
           the definitions out loud from the handout while you briefly explain


                                               Step 2 Activity 1                                        33
Notes:   each one in more detail, giving examples.

         The students might realize that most existing sources of research (secondary
         research) can be found on the Internet, which is a powerful research tool. If the
         students do not make that connection, you can make it for them. If the students
         do not have internet access, the best way to gather information about something
         is to go directly to the source using primary research techniques.

         Transition the class into creating research plans by explaining to students
         that most market research is collected from primary research. This includes
         direct observation of the consumers (for example, in retail stores), surveys,
         interviews, focus groups, and conducting field tests. Let the students know
         that they will primarily be using “interviewing” and “observation” when they
         conduct their market research site visit.


         3. Research Plan
         Approximately 45 minutes

         Although students will continue to gather market research using secondary
         research (the Internet, ads, etc.) They will also make a site visit to store(s) and/or
         shopping area to conduct primary research. The students will explore their topics
         primarily through interviews (e.g. target consumer) and observation (e.g. product
         research and trends) during this step.

         Divide the class into four groups (Groups 1- 4). Once they are in groups have
         the students assign themselves the roles of:

         Facilitator - Leads the group and encourages everyone to stay focused and on
         task.
         Presenter - Presents the findings to class, could be more than one student.
         Note Taker - Takes notes, or consolidates information, could be more than one
         student.
         Time Keeper - Manages time and makes sure group is on time.

         Assign teams one of the following topics (two teams will research the topic):

         • Target Consumers/Target Market
         • Products and Trends Research

         Students will be able to conduct market research more effectively with clear
         research targets and a plan. Therefore, providing sample questions
         will help students gather the information they will need to conduct
         a market analysis later on in Step 2. Explain that they will use


34                                      Step 2 Activity 1
questions from the Elements of the Marketplace handout to help guide them in                Notes:
their research.


 Handout 2A & B: Elements of the Marketplace, Research Questions

Give students a few minutes to read over all the questions, ask clarifying
questions, and to begin thinking about how they are going to approach getting
their questions answered (i.e. What types of primary and secondary research
sources).

To get the most out their site visits, students will make a research plan. Hand
out Developing a Research Plan for guidance. Give the groups 10 minutes to
brainstorm how they will accomplish the tasks listed in Handout 3. Encourage
them to write them on a board, journal, or paper.

 Handout 3: Developing a Research Plan

Don’t forget to leave time for the students to use the Internet to assist with their
planning and to conduct some preliminary research. The facilitator will have the
students come together and quickly share their plan and, in a sentence or two,
explain how they will approach their research.


4. Conduct Research
 Approximately 2 hours 30 minutes

Select a location to conduct a site visit (shopping area, mall, etc.) during the
next class, where students can conduct their primary research. Ideally Groups
1 and 2 would conduct their consumer interviews while Groups 2 and 4 are
conducting their product and trends research. Students might need guidance
conducting their interviews, surveys, or focus groups.
                                          Tip
• Students researching consumer                  This activity could take 2-3 days, or
trends should aim for around 10 – 15             more. It is advised that some of the
interviews.                                      research be given as an assignment to be
                                                 done after the class as homework.
• Students researching products and
trends should visit approximately
4-6 stores to ensure variety.




                                           Step 2 Activity 1                                         35
Notes:   5. Debrief: Visual Presentation Market Research
                                                  Approximately 4 hours

         Have students convene in their research groups to develop a short
         presentation of their survey findings. It is important that the students practice
         visually organizing their information as simply and clearly as possible. In
         the next activity, other groups will also refer to the information they have
         gathered.

                • 4 hours for group to develop their short presentations.
                • 5-10 minutes for each group to quickly explain their presentations.
                • 5-10 minutes for a warm and cool feedback session.




36                                      Step 2 Activity 1
Resources
Conduct Market Research
http://www.entrepreneur.com/12weekstostartup/week2/index.html

How to Identify a Target Market
http://hubpages.com/hub/How-To-Identify-a-Target-Market&usg=__EN-
WPhEYn_rr1pztt_BloWNpqL3o=&h=383&w=260&sz=12&hl=en&start=1
5&um=1&tbnid=2c8yitaJfvlCNM:&tbnh=123&tbnw=83&prev=/images%3
Fq%3Dtarget%2Bmarket%26um%3D1%26hl%3Den%26client%3Dfirefox-
a%26rls%3Dorg.mozilla:en-US:official%26sa%3DN

Checklist of Internet Research
http://www.internettutorials.net/checklist.html

Creating a Research Plan
http://pblmm.k12.ca.us/PBLGuide/Activities/BeginningResearch.html




                                        Step 2 Activity 1           37
Activity 2
      Brief                               Market Analysis




     Objectives:                                          Activity Procedural Overview:

     • Students will understand that by                   1. Making Connections in Research
     analyzing their market research, they                2. What did we find?
     will find patterns and trends that will              3. Share Findings
     help them understand the marketplace.
     • Understanding the marketplace will
     help students make decisions in their
     design projects.
     • Students will understand that knowing
     their client and the marketplace will
     help them formulate clearer ideas
     on where and how to gather design
     inspiration.




                                    Constant Reinforcements
            Reading                Discussion            Presentation        File Preparation


            Writing                   Visual         Design Programs

38                                              Step 2
Materials for Facilitator:                           Materials for Students:

• Blackboard/poster board                            • Markers
• Markers                                            • Poster board or chart paper
• Timer (Watch)                                      • Pen or pencil
                                                     • Sketchbook/journal
                                                     • Computer
                                                     • Computer printer
                                                     • Computer scanner
                                                     • Sticky notes/Post-its




Prerequisite:

Design Software Foundations, Design Foundations: Introduction to Brainstorming, Step 1.




                                            Step 2                                        39
Notes:                 1. Making Connections in Research
                                             Approximately 30 minutes

                       Now that students have gathered a lot of great information, they need to
                       take some time to think about and understand their market research before
                       moving on to concept development. Research should be analyzed to look for
                       similarities or trends in data.

                       At this time, the class should divide up into their research groups and examine
                       their research for patterns and trends. In other words, students want to find
                       instances that occur over and over again. An example of a pattern may be:
         Tip                                              • 5 out of 20 consumer’s favorite colors are red.
               The facilitator may want to write all of
               these examples on a blackboard or poster   • All of the competitors are trendsetters.
               board, communicate them to the class       •15 out of 20 consumers break dance.
               and/or hand out a copy of these examples
               to the students.                      From these findings we can roughly conclude that
                                                     using red in our designs would be appealing to
                       consumers, we might want to incorporate break dancing or related graphics into
                       the design, and that we should be looking to innovate and set new trends.

                       The students will not only want to look for trends in their research, but also
                       should note things that stand out or are out of the ordinary. They should look
                       for things that may be unique to the client’s consumer culture or subculture
                       (market segmentation).

                       For example, a company’s market segment might be made up of a range of
                       consumers, including skateboarders, hip-hop gurus, and break dancers. This
                       finding could also be connected to a finding about the company’s competitors
                       who, for example, may have a subculture of consumers who are only hip-hop
                       gurus. The ability of the students to discern between the two types of subcultures
                       within the client versus their competitors will allow the students to focus on a
                       wider range of consumers.

                       Walk around and assist the students with making these types of pattern
                       connections from their research.

                       2. What did we find?
                            Approximately 1 hour


                       Continuing in their groups, students should then analyze their


40                                                        Step 2 Activity 2
cumulative research and begin making connections. This includes reviewing the      Notes:
research they collected in Step 1: Design Challenge (internet research, client
meeting information) and market research from Step 2, all of which should
be documented in their sketchbooks. Students should note where information
overlaps, contradicts, is new, etc.

     For example, the client told the students that their typical consumer is
     between the ages of 14 and 30, but in their consumer research they found
     out that 12 and 13 year olds also like buying and wearing the client’s
     brand. These pieces of information, together, build a clearer picture of
     their actual target consumer: someone between the ages of 12-30.

During this step, students also should focus in on a few primary trends (e.g.
colors, patterns) or needs (style, new product) they have identified in their
cumulative research and which they want to incorporate in their designs.

     Examples might include: interviews and product research revealed that
     consumers like certain types of graphics that the client hasn’t been using
     in their products so far (noted in their Internet research). Or, the client
     has been using black on white (noted in their Internet research) and
     the competitor has been using white on black (noted in online research
     and in observation) and consumers seem to like that better (noted from
     interviews); that might lead to incorporating white on black into their
     design.

Each group member will share their research (from Step 1 and Step 2) around
a large table. Have group members examine all the research and document
their connections or findings in their sketchbooks. By this point in the design
process, they should know how to organize information in a visually pleasing
and comprehensive way. Students will map their trends and make research
conclusions by using charts (see Resources for a link to chart options).
Provide students with an explanation about various chart purposes so they can
understand how and when to use charts. For example, flow charts are great for
explaining how a product is typically used.

Although the students are working in groups, you want them to individually
make and document their own connections and observations.


3. Share Findings
Approximately 10 minutes

          Next, have students share two things they felt stood out from the
          complete research by writing them on a blackboard or poster. Let
          the students know that it’s okay if some of these connections are the


                                          Step 2 Activity 2                                 41
Notes:   same. Make sure students are specific and only write two things. Students should
         record the group’s list in their journals for reference. Emphasize to students
         that they should take their list of connections (trends, findings, observations)
         they made from their market research into consideration when designing. This
         list along with the inspiration they gather will be what the students will refer to
         during the design process, so they can create designs that are unique but also
         marketable.




42                                     Step 2 Activity 2
Resources
Charts
http://www.sdcoe.k12.ca.us/score/actbank/torganiz.htm




                                      Step 2 Activity 2   43
Activity 3
      Brief                                  Inspiration for Innovation




     Objectives:                                             Activity Procedural Overview:

     • Students will understand that                         1. Inspiration Warm-Up
     inspiration can stimulate their own                     2. Discussion: What is Inspiration?
     design creativity.                                      3. Sketching Graphic Inspiration
     • Students will understand that to find                 4. Mood Boards
     inspiration they have to be willing to                  5. Critique
     look at things from different angles and
     perspectives.
     • Students will understand that
     inspiration follows no guidelines; they
     can choose how and where they find
     inspiration.
     • Students will create, discuss and present
     mood boards.




                                      Constant Reinforcements
            Reading                 Discussion              Presentation          File Preparation


             Writing                   Visual           Design Programs

44                                                 Step 2
Materials for Facilitator:                          Materials for Students:

• Blackboard or poster paper                        • Chart paper
• Markers                                           • Sketchbook/journal
• Computer                                          • Markers
• Internet Access                                   • Pen or pencil
• Whistle                                           • Computer
                                                    • Internet access
                                                    • Adobe Illustrator or other vector design
                                                    program
                                                    • Adobe Photoshop or other image editor
                                                    design program




Prerequisite:

Design Foundations: 2-D Design, Design Software Foundations.




                                           Step 2                                                45
Notes:   1. Inspiration Warm-Up
             Approximately 20 minutes

         Note - This activity can also be done in groups or as a class.

         Ask the students to look around the room and list as many objects as they can
         that resemble or are shaped like something else. Have them write down the
         name of the object, make a very quick sketch of what the object resembles,
         then after the sketch, write out what it resembles. This could be done in their
         sketchbooks or on a large piece of paper.




         To do this activity in groups, divide the students into groups of four or more
         using a method that works for you (counting off etc.). Assign the roles of
         facilitator, note taker, presenter and time keeper. The facilitator makes sure that
         their group is staying focused and on task and encourages their team to list as
         many ideas as possible. The note taker(s) will list and sketch items on paper. The
         time keeper should make sure the group stays on time. The presenter(s) presents
         their group’s work to the class (approximately two minutes per group). Give the
         students 10 minutes to brainstorm items and 5 – 8 minutes to share their lists
         with the class.

         If doing this activity as a class, it is important for you to facilitate as much as
         possible; the students often get excited and things could get chaotic. To help,
         you can enlist a couple of students to help you facilitate. Assign the role of
         note taker to at least four students. The note takers will list and sketch objects
         while the rest of the class offers suggestions and observe. Assign the role of
         time keeper to one student. Give the students 10 minutes to list and sketch
         objects and 5 minutes to discuss as a group.

         Commend the students for a job well done.




46                                      Step 2 Activity 3
Notes:
2. Discussion: What is Inspiration?
                  Approximately 20 minutes


Kick off the discussion by asking the students: Why do you think you did this
activity?

Generally, at least one student will answer, “to learn about inspiration,” or
something along those lines. Explain that sometimes to find inspiration you
have to look at things in different ways and from different angles, look in places
you did not think about before, and at times force yourself to think about things
from a different perspective. Then, introduce a discussion about inspiration
using the following prompts:

     • What is inspiration?
     • Where does inspiration come from?
     • How do you get inspired?
     • Why is it important to get inspired in the design process?

Inspiration is important in this step of the design process because it stimulates
creativity in designers and helps them begin to shape possible design concepts.
The students do not have to understand this connection fully yet since they will
experience it as they go through the design process. However, the following
handout will help further their understanding of the relationship between
inspiration and design. Give the students 2-3 minutes to read Handout 4, then
continue the class discussion on inspiration.

 Handout 4: Inspiration, To Be or Not to Be?

Some of the understandings you want the students to get out of the reading are:

     • Their own understanding of inspiration.
     • Inspiration is everywhere.
     • Anything can inspire them.
     • Sometimes they have to seek out inspiration, while other times
     inspiration just comes to them.

This is a good time to show the students examples of designs of all kinds (not
just objects that are inspiring or have been inspired by other things.) You can
choose three blogs or web sites that you feel show inspiration and ask the
           students what they think inspired the designers.

          You can approach this how you best feel fit, the students will make



                                          Step 2 Activity 3                                   47
Notes:    the connection that designers can get inspired and find inspiration everywhere
          and with anything. Here are two websites that have great suggestions on where
          and how to find inspiration:

          http://www.howdesign.com/article/worldinspiration/
          http://www.37signals.com/svn/archives2/finding_fresh_inspiration.php

          3. Sketching Graphic Inspiration
                  Approximately 1 hour 15 minutes

          This next step requires that you take the students to an active open area,
          such as a park or an interesting neighborhood. Of course, it is very important
          to think about safety first, so do this during a time when you can keep an
          eye on all the students. While they are outside, have the students draw as
          many thumbnail sketches as they can of graphic elements and other things
          inspired by their surroundings (graphic elements were covered in 2-D Design
          Foundations and a brief review might be helpful). If a site visit is not possible,
          the alternative would be to show the students videos or images on a projector
          or computer and have them draw sketches.

          During this step, students should rapidly sketch out as many ideas as possible
          and also record what inspired their sketch(s). Students should take no more
          than 30 to 60 seconds per sketch, filling at least one or two pages in their
          sketchbook. Next to each sketch, the student should write what inspired their
          drawing. The instructor can use a whistle to pace the students. Explain to the
          students that the sketch does not have to always look like the source of
          inspiration. Encourage the students to really try to look at their surrounding in
          different ways, exploring the shapes and patterns of objects and what these
          shapes and patterns might look like if they were to merge. What would smells
          (both good and bad) look like if they were to sketch them out? The point here is
          to extract inspiration from anything and everything, even things that can’t be
          seen. It is up to them to interpret their inspiration in a quick visual sketch.
         Tip
               If the students have access to a digital camera or by   Explain to the students
                                                                  that the purpose of this
               using their cell phones they can take pictures of the
                                                                  exercise was to have them
               things inspire them and can attempt to interpret the
               ideas that are being inspired in them with images. find inspiration from their
               Students should still make an attempt to sketch out
                                                                  surroundings so they can
               at least one page of thumbnails. This will help them
               improve their concept development skills.          come up with innovative
                                                                  designs. They are drawing
                                                                 inspiration not only from
          the research they conducted on the current market place but also
          their environment. In addition, they will be able to come back to
          this inspiration if they need to re-inspire themselves in Step 4 Final


48                                          Step 2 Activity 3
Concept Development.                                                               Notes:

4. Mood Boards
Approximately 1 hour

The students will now create mood boards that reflect their research (from Steps
1 and 2) and their inspiration from the previous exercise. When
students create their mood boards they should not develop complete concepts
but instead focus on a feeling or mood that they want to convey to their target
consumers. It is important for students to understand that their mood board(s)
should also reflect their research connections and inspiration(s).

 Handout 5: Mood Boards

Using the handout to guide them, students should create two digital mood
boards that convey two different moods or directions.

Note: Students should create two mood boards per project. For example, if they
are designing two hats or shirts they should make four mood boards, three hats,
six mood boards, etc.

Students will use image editor and vector design programs to create their mood
boards. They should have prior experience using these programs from Design
Software Foundations including how to scan, crop, use the image editor, and
lay out images using a vector program. If there is a scanner students can take
images from books, newspapers, and magazines cut them out and scan them
into an image editor program. Have them crop the images to 1” x 1” squares
(the smallest) and 2” x 2” (the biggest).

An alternate way to do mood boards, if students have not had enough
experience with the design software programs, is to make them on 8.5” x 11”
sheets of paper using magazines and newspaper cutouts. These can be scanned
onto the computer to create digital copies.

Encourage the students to go back to their sketches and draw inspiration from
these as well.




          5. Critique
          Approximately 30 minutes


                                         Step 2 Activity 3                                  49
Notes:
         Have the students present their mood boards to the group, explaining what mood
         or feeling they were trying to communicate. Make sure the students provide both
         warm and cool feedback to one another. For example, warm feedback would be
         that the images on the mood board collectively communicate the desired mood.
         Cool feedback would be that the mood board is not organized well. If a mood
         board does not effectively convey the mood the student was trying to com-
         municate he or she should go back and make changes after the critique is over.
         Students should refer back to their mood boards as they begin to develop their
         concepts to see if their designs have captured the mood or feeling they set out to
         capture.




50                                     Step 2 Activity 3
Resources
Ways to Find Inspiration
http://www.howdesign.com/article/worldinspiration/
http://www.37signals.com/svn/archives2/finding_fresh_inspiration.php




                                      Step 2 Activity 3                51
Key Terms

         TERM                                          DEFINITION
     Inspiration    A burst of creativity in an artistic, musical, or other intellectual endeavor.


     Marketing or   Discovery research conducted to understand and measure a marketplace
     Market         comprised of:
     Research
                    1. Marketplace research: identification of a specific market and
                    measurement of its size and other determining characteristics.
                    2. Product research: identification of a need or want in the market
                    and identifying a good or service that will satisfy that need.
                    3. Consumer research: identification of the preferences, motivations,
                    and buying behavior of the targeted customer.

                    Companies collect some market information through secondary research
                    compiled from other sources that appear applicable to a new or existing product.
                    Most marketing research is collected from direct observation of the consumers
                    (such as in retail stores), surveys, interviews, focus groups, field tests conducted
                    or tailored specifically to that product. The main objective is to find a real need in
                    the market and fulfill it.
     Market         A market segment is a subgroup of people or organizations sharing one or more
     Segment        characteristics that cause them to have similar product and/or service needs.
     Primary        Conducting research that requires one to extract the information directly from
     Research       the source. Information that is gathered has not been published or distributed in
     (Field         any way. This can be done through numerous forms, including but not limited to,
     Research)      surveys, interviews, focus groups, or observation.


     Secondary      Involves the summary, collation and/or synthesis of existing research.
     Research
     (Desk
     Research)


     Survey         Detailed study of a market to gather data on attitudes, impressions, opinions,
     (Marketing)    satisfaction level, etc., by polling a section of the population.

                                                                                          Key Terms


52                                          Step 2 Key Terms
Handout 1: Research Sources

Primary Research sources (non-existing) require one to extract the information directly from the
source. Information that is gathered has not been published or distributed in any way.

Primary Research Sources (non-existing):

     1. Interview - an interview is a structured conversation between two or more people
     where questions are asked by the interviewer to obtain information from the interviewee.
     2. Survey – an investigation or examination of the opinions or experience of a group of
     people based on a series of questions.
     3. Questionnaire – a set of printed or written questions with a choice of answers
     created for the purpose of a survey or statistical study.
     4. Focus Group – a group of people who are asked questions to gauge their attitudes
     towards a product, service, concept, advertisement, idea, or packaging. During a focus group
     participants are free to talk with other group members.
     5. Observation – the action of or process of taking note of, or detecting carefully, the
     qualities and characteristics in something or someone.

Secondary Research sources (existing) have been gathered by another group and published.
This information has already been extracted by another group and presented in someway. Some
secondary sources may not be current.

Secondary Research Sources (existing):
     1. Print - magazines, books, newspapers, brochures, ads
     2. Media - video, movies, tv, music
     3. Images - photos, ads, logos
     4. Internet - (All of the above) as well as company websites, blogs, online video sites
     (You Tube), social networking sites (MySpace, FaceBook), user forums, etc.

It is important to use both sources of research to ensure information is up to date, fill in gaps in
both methods and to gain multiple perspectives.




                                          Step 2 Handouts                                              53
Handout 2A: Elements of the Marketplace Research Questions

1. Target Consumers – Understand the typical consumer by exploring their interests, age group,
behaviors, lifestyle, and shopping/buying patterns.

Sample Consumer Interview/Survey Questions
    • What do you do for fun?
    • What things excite you at the moment?
    • What is important to you? Family? Friends? Cars? Money? Clubbing? Why?
    • What kind of music do you listen to? Why? What is your favorite music artist?
    • What TV shows do you like? What movies? Why?
    • What websites do you like?
    • What social networking websites do you use?
    • What blogs do you read?
    • What kind of car do you drive? Why? If you could have any car what would it be?
    • What is your social scene like?
    • What do you wear when you go out? Why?
    • Do you go to nightclubs? What do you wear to a nightclub? Why?
    • What do you wear to school? Why?
    • What do you wear on a date? Why?
    • Where do you buy your clothes? Malls? Boutique? Department Store? Online? Malls?
    • Do you share clothes?
    • Who buys your clothes? If you don’t buy your own clothes, do you control or have input
    on what others buy for you?
    • Do you give your clothes away to charity?
    • Is money important to you? Why or Why not? If you could have any amount of money
    how much would it be?
    • If you were famous what product would you purchase?
    • How much money do you normally pay for this product?
    • What do you like or dislike about this product?
    • What is your favorite brand/s?
    • What is your favorite color? What is your second favorite color?
    • What is your favorite material? Soft, hard, warm, breathable, etc? Why?
    • If you could meet anyone in the world who would it be? Why?
    • If you could live anywhere where would it be? Why?
    • How old are you?

Best Research Sources:
• Interviews
• Surveys and questionnaires
• Observation
• Print- magazines, books, newspapers
• Internet
• Focus groups
• Media - video, movies, TV

54                                      Step 2 Handouts
Handout 2B: Elements of the Marketplace Research Questions

2. Product and Trends – Conduct research that investigates existing products in the
market (styles, colors, fabrics, design) and current trends (what is cool).

Product and Trends Questions

Find 5-10 different styles of this product:
     • Where did you find each style?
     • What materials are used?
     • What colors are used?
     • How much does each of these products cost?
     • What type of person uses these products? What does that person like to do in their
     free time?
Find 30-50 examples of different forms and functions on similar products:
     • Where did you find the item?
     • What type of person uses these products? What does that person like to do in their free
     time?
     • What colors are used?
Find 30-50 examples of different types of aesthetics used on similar products:
     • Where did you find them?
     • What type of person likes these aesthetics? What does that person like to do in their free
     time?
     • How were these made?
     • What colors are used?
Find 20 different types of materials being used to design similar products:
     • Where did you find each material sample?
     • What type of person likes these types of materials? What does that person like to do in
     their free time?
     • What colors are used?
     • What textures are used?
     • What materials are used?

Best Research Sources:
• Images
• Media - video, movies, TV
• Print- magazines, books, newspapers
• Focus groups
• Observation
• Internet




                                         Step 2 Handouts                                            55
Handout 3: Developing a Research Plan

Research Tasks:

1. Discuss a plan on how your team will conduct your market research. Things to
consider when planning:
       • What sources will you use to conduct your research (interviews, observation, Internet, etc.)?
       • What group member(s) will conduct which type(s) of research?
       • Where should you go to conduct research? What types of places? Which stores (e.g. places
       that sell the brand, sell competitors brand, etc.)?
       • If you are doing consumer surveys, who should you target? What age group? What kind of
       style? Near or at what kind of stores?
       • What kind of information do you want to gather? What questions might you want to ask
       when conducting your interviews?
       • How will you document your research (record in journal, on a tape recorder, with photos)?
       • How much time do you have to conduct the research?
2. Come up with questions (at least 10) to use for interviews or observation tasks, using
the list provided by the instructor.
3. Assign team roles (who will ask questions, record/document information, develop the
questionnaire etc.).
4. Write up a plan capturing your decisions from tasks 1-3.




56                                       Step 2 Handouts
Handout 4: Inspiration, To Be or Not to Be?

Inspiration, To Be or Not to Be: Sometimes to be able to think of new ideas, or think of an old
idea in a new way, you have to be willing to look at things from different angles.

Where does this willingness to want to look at things from different angles come from? Does it
come from inside you? Is it triggered? Does it get triggered in the face of a challenge? Or, is it
because your job required it?

None of these are right or wrong. In any field of design if you want to be able to create designs that
are innovative you have to be able to look for inspiration anywhere and in anything. Whether you
were taught to think outside of the box or whether it is natural to you, make an attempt to do so and
begin to question and bend your perception of anything and everything.




                                          Step 2 Handouts                                            57
Handout 5: Mood Boards

What is a Mood Board?

A mood board allows designers to visually demonstrate a style they want to pursue in their
design concept. Mood boards set a mood, feeling, or tone for the design. They also serve as a visual
tool to quickly convey information to the client on the overall ‘feel’ that a designer is trying to
achieve.

Mood boards can be created using digital formats, physical objects, or magazine cutouts. Many
designers create mood boards in digital form because it is quick and easy. However, creating mood
boards using physical objects and/or magazine cut outs are more visually impacting than flat digital
mood boards because of the range of design elements (color, texture, shapes, etc) that can be used
to elicit a feeling. That is not to say that digital mood boards do not serve their function. If done
well they can communicate one or more design directions.

Mood boards are primarily composed of images and occasionally they will include writing. For
example, if you were inspired by a poem and want to include a phrase or sentence from a poem that
summarizes how it made you feel for your mood board.




58                                       Step 2 Handouts
Handout 5: Continued

Mood Board Structures

Here are two examples of structures you can use to organize your mood board(s). In Structure A
images are all approximately the same size and are organized so that images do not overlap or bleed
into each other. Structure B is organized without strict lines to separate the images. They overlap or
bleed into each other. The images in B vary in sizes and shapes.



    Mood Board Structure A                                      Mood Board Structure B




  Clean and simple example of a digital               Simple and clean example of digital
  mood board with white spaces                        mood board with images that
  between images.                                     blend into each other.




                                          Step 2 Handouts                                           59
60   Step 3
Step 3 Concept
       Development
               10 hours 30 minutes




      Step 3
Concept Development Overview

     Goal:
     In Step 3, SEE’s young designers will create their initial design concepts through
     brainstorming and clarify concept directions through funneling, goal-setting, and applying
     constraints. Students will begin this step with a creative brainstorm to generate design
     concepts. Then, they will learn how to apply client, market, and project constraints to funnel
     these ideas to focused, goal-driven concepts. Young designers will create a one-sentence
     project goal statement which will help them articulate their design concept to an audience.
     Finally, they will present their concepts to a focus group to obtain feedback.




     Understandings:
     • Students will understand that tools such as brainstorming help designers develop new ideas
     and creative concepts.
     • Students will understand that during the brainstorm process client and project constraints
     must be set aside to allow room for new thoughts and innovative concepts to develop.
     • Students will understand that goal setting helps refocus the project after a brainstorm. Setting
     project goals helps funnel initial ideas into goal-driven concepts.
     • Students will understand that while the design process is creative, there are also constraints,
     needs, and desires of the client and consumers which need to be determined and considered
     during concept development. However, this can be done in a creative and thought-provoking
     manner.
     • Students will understand that focus groups can provide designers with valuable information
     that will influence their final design concepts.
     • Students will understand that allowing others to become involved in the design process
     can enhance and clarify their designs.
     • Students will understand that the research step influences final design concepts.



62                                                 Step 3
Able to Do/Apply:
• Brainstorm around a topic
• Visually represent concepts through hand sketching, vector-based software programs, and
other applicable mediums
• Funnel many concepts, by determining goals and revisiting constraints, into a few
technically viable, consumer-driven, and marketable concepts
• Clean up sketches and save them in an organized folder on a computer
• Document process using vector-based software
• Present initial concepts and refined concepts




                                          Key Terms
Brainstorm                Focus Group              Interjecting             Revise
Concept Development       Form                     Materials                Statement
Consumer-driven           Function                 Patterns
Features                  Funnel                   Refine




                                               Step 3                                       63
Concept Development


Activities
Activity 1 – Brain Stimulation
30 Minutes



Activity 2 – The Concept Developing Funnel
5 Hours 30 Minutes



Activity 3 – 3rd and 4th Stages of Funneling
4 Hours




                       Step 3
Activity 1
 Brief                                       Brain Stimulation




Objectives:                                            Activity Procedural Overview:

• Students will understand that tools such             1. Brain Stimulation
as brainstorming help designers develop
new ideas and innovative concepts.




                                Constant Reinforcements

       Reading                Discussion              Presentation            File Preparation


       Writing                   Visual           Design Programs

                                             Step 3                                              65
Materials for Facilitator:                              Materials for Students:

     • Blackboard/ chart paper                               • Markers/colored pencils
     • Markers/chalk                                         • Internet access
                                                             • Pen/pencil
                                                             • Sketchbook/journal




     Prerequisite:

     Step 1 & 2, Introduction to Brainstorming, 2-D Design




66                                               Step 3
1. Brain Stimulation                                                                           Notes:
Approximately 30 minutes

After a long research process, designers may need to take a break from
gathering and analyzing information so they can get ready to begin concept
developing. There are many exercises that can be done to accomplish this:
some designers will sketch random things, others will begin another project.
The following is an exercise that will:

     • Engage students in sketching as a form of brainstorming, so they can get
     ready for sketching.
     • Enable students to brainstorm as a group and explore how concepts
     develop through peer feedback.

Conduct this exercise on a large piece of paper (1 meter by 2 meters is an ideal
size). The paper should be large enough to fit multiple drawings, but small
enough to force the drawings, to interact with each other.

 Instructor Worksheet: Secret Topics

Have the students take one to two      Tip      Print out the Teacher Handout: Secret
topics, depending on how many
                                                Topics before class and cut the secret topic
students are in the class. Place the            words into squares. Put the topics in a hat
sheet of paper on the middle of a               or bowl and have the students pick one.
table and have all the students gather
around it. Provide each student with
a different colored marker or colored pencil.

Choose one student to draw their secret topic on the poster board with their
marker or colored pencil. Then the student next to him/her will draw their
secret topic somewhere on the previous student’s drawing. The student next to
that student will begin the same process and so on, until all students have drawn
somewhere on the poster board. The goal is to allow freedom in thought and
allow new things to happen while drawing.

     • Encourage students to place their secret topic in unusual places on
     the drawing.
     • Encourage students to use all of the space, by drawing to the edges,
     drawing big and small and not to worry about drawing over the other
          drawings.
          • Encourage students to draw their secret topic in a new way or
          different from what they perceive the word to mean or the object to
          resemble.


                                          Step 3 Activity 1                                             67
Notes:
         The poster board is likely to look like a chaotic mass of drawings scattered
         atop, around, under and along one another. If it doesn’t look like this while they
         are in middle of the exercise encourage the students to keep drawing. After all
         students have drawn their secret topic on the poster board, hang it on the wall for
         everyone to see clearly.

         Ask students the following questions about what they see on the poster board:
              •What does this remind you of?
              • How would you describe certain sections?
              • How would you describe this to someone?

         Have students write a brief summary explaining what is happening on the poster
         as a whole. The summaries should be shared to the entire group.




68                                     Step 3 Activity 1
Resources
N/A




      Step 3 Activity 1   69
Activity 2
       Brief                          The Concept Developing Funnel




     Objectives:                                                Activity Procedural Overview:

     • Students will understand that tools such as              1. 1st Stage of Funneling: Brainstorming
     brainstorming help designers develop new                   Initial Concept
     ideas and concepts.                                        2. 2nd Stage of Funneling: Selections of
     • Students will understand that during                     15 Best Sketches
     the brainstorm process client and project                  3. Goal Setting
     constraints must be set aside, until the                   4. The One Sentence Statement
     funneling stage, to allow room for new                     5. Developing Concepts around Set
     thoughts and innovative concepts to develop.               Goals
     • Students will understand that sketching,
     creating lists, using creative writing and words
     all assist in the brainstorming process.
     • Students will understand that goal setting and
     reviewing client and market analysis/project
     constraints helps refocus the project after the
     brainstorm.
     • Students will understand that while the design
     process is creative, there are also constraints,
     needs, and desires of the client and consumers,
     which need to be considered during concept
     development. However, this can be done so in a
     creative and thought-provoking manner.
     • Students will understand that by creating a one
     sentence statement and setting goals they will
     be able to funnel their initial concepts into goal-
     driven concepts.


                                       Constant Reinforcements

            Reading                  Discussion                Presentation         File Preparation


             Writing                    Visual             Design Programs

70                                                    Step 3
Materials for Facilitator:                           Materials for Students:

• Blackboard/poster board                            • Markers/colored pencils
• Basic imagery (see Brain Warm-ups)                 • Computer with printer
• Colored pencils                                    • Pen or pencil
• Computer with printer                              • Sketchbook/journal
• Layout from Design Basics Course




Prerequisite:

Step 1 and 2 completed: Client Constraints, Market Analysis, Mood Boards, Foundations: 2D
Design, Drawing and Composition, Introduction to Brainstorming




                                            Step 3                                          71
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5 Steps

  • 1. Sweat Equity Enterprises 5 Step Process
  • 2. (SEE ) Curriculum & Guide Table of Contents Introduction ................................................................................................................................. i Step 1 ...........................................................................................................................................1 Activity 1 Brief ............................................................................................................5 Activity 2 Brief ..........................................................................................................11 Activity 3 Brief ..........................................................................................................17 Activity 4 Brief ..........................................................................................................20 Step 2 ...........................................................................................................................................26 Activity 1 Brief ........................................................................................................31 Activity 2 Brief ........................................................................................................38 Activity 3 Brief ........................................................................................................44 Step 3 ...........................................................................................................................................60 Activity 1 Brief ........................................................................................................65 Activity 2 Brief ........................................................................................................70 Activity 3 Brief ........................................................................................................78 Step 4 ...........................................................................................................................................94 Activity 1 Brief ........................................................................................................99 Activity 2 Brief ......................................................................................................105 Activity 3 Brief ......................................................................................................111 Activity 4 Brief ......................................................................................................115 Step 5 ..........................................................................................................................................128 Activity 1 Brief ......................................................................................................133
  • 3. Introduction to SEE Sweat Equity Enterprises What is SEE? In 2004, Sweat Equity Enterprises (SEE) was founded by Marc Ecko to help youth discover their creative and career potenial. SEE builds ground breaking collaborations between youth and industry. SEE is a youth development program where teens participate in hands-on design projects. Youths gain intensive design, technology and professional training as they develop original graphic, product, or apparel designs in collaboration with a company partner. Through the program companies gain a youth perspective that can help shape their brand, products, and marketing while young designers gain a variety of 21st century skills that are transferable not just to school and career but to every aspect of their lives. Past projects have included bags for Marc Ecko Enterprises, graphics for New York Cares and Abada Capoeira, shoes for Sketchers, watches for Callanen/Timex, package design for Dr. Miracles Hair Care Products, skateboards for Zoo York, outerwear for Marc Ecko Enterprises, cars for Nissan and branding for Best Buy and RadioShack. Introduction iii
  • 4. What is SEE’s learning process? Over the course of approximately three to four months, young designers produce original concepts for corporate clients following our methodology below: 5 Step Design Process 1 KICK OFF IDENTIFY DESIGN CHALLENGE INFORMATION GATHERING 2 RESEARCH INSPIRATION CRITIQUE BRAINSTORM 3 CONCEPT DEVELOPMENT CONCEPT REFINEMENT CRITIQUE FINAL CONCEPTS 4 FINAL CONCEPT DEVELOPMENT REVIEW FINALIZE CRITIQUE/FOCUS GROUP FINAL 5 PRESENTATION CLIENT PRESENTATION Introduction iv
  • 5. What are the skills SEE’s students gain? SEE does not intend to make all participants into designers – but rather build on the proven capacity of design education to give them valuable transferable skills that can be used in every area of their lives. In SEE’s 5 Step Design Process students learn, apply, and understand the following skills: Professional: public speaking, project management, time management, Photoshop & Illustrator, information management, market research, and insight into brands & consumer products. Socio-emotional: problem-solving, communication, constructive self and peer criticism, collaboration, and resiliency. Academic: critical thinking, research, business, literacy, and math Constant Reinforcements Constant Reinforcements and facilitate better learning during the 5 Step Design Process. The purpose of the Constant Reinforcements is to build-in skills and understandings our young designers will use and need during Step 5 Final Presentation and in life. By applying these Constant Reinforcements in each step of the design process SEE’s young designers will be consistently: Reading Readings reinforce design understandings and design terminology. Writing Writing reinforces reflection and understanding of readings, research, and design concepts. Discussion Discussions allow SEE’s young designers to develop their oral skills and enhance their understanding of the Design Process. These discussions also prepare our young designers for presentations and design critiques. Visual Visualizing allows SEE’s young designers to use their understandings about design and manifest them in a visual medium. Mediums for visualization include but are not limited to: sketching, Introduction v
  • 6. vector-based software, image-editing software, images, videos, models/prototypes, mood boards, logos, and presentations. Presentation Client presentations and design critiques end every step in the design process. They reinforce oral and visual skills and encourage professionalism. Design Programs Reinforcing design programs during each step within the design process allows SEE’s young designers to become familiar with various tools and techniques. This familiarity with design programs will enable our young designers to be more prepared during the final steps in the design process when the workload heightens. File Preparation File preparation reinforces organization and documentation during the design process. In additon the process of documentation allows students to reference prior learnings. In this Curriculum & Guide you will find Constant Reinforcement boxes on the Activity Brief pages. The Constant Reinforcement boxes include stars on top of each reinforcement to denote its use in the activity. This is a tool to ensure that our young designers are learning the skills they need to complete their projects and prepare them for their lives after SEE. Introduction vi
  • 7. Step 1 Design Challenge 9 hours 30 minutes Step 1
  • 8. Design Challenge Overview Goal: The goal of Step 1 is for SEE’s young designers to fully understand their design challenge. Through research and an initial client presentation young designers begin to explore the client (the company, its products, market, competitors etc.) and develop a better understand- ing of the project demands and constraints. Throughout this phase young designers practice researching, writing, asking questions, giving and receiving feedback, professional etiquette, presentation skills, and working with design software. Understandings: • Students will understand the importance of preparing for meetings including how to research a client. • Students will understand that the first meeting with the client is their opportunity as designers to extract as much information as they can from the client. • Students will understand that professional behavior and preparation are an important part of making a good professional impression on a client. • Students will understand that note-taking, during research and presentations, is an essential part of organization and documentation in the design process. • Students will understand that clients have constraints based on, but not limited to: time, budget, target consumers, target market, etc. • Students will understand that client constraints impact decision making throughout the design process. 2 Step 1
  • 9. Able to Do/Apply: • Conduct research and present their findings to a group. • Extract and document important information from conducting client research and the client presentation. • Analyze their client research, identify gaps, and prepare clarifying questions for the client. • Discuss project details and identify constraints. • Practice giving and receiving feedback to their peers. • Identify key terms for Step 1 (below). Key Terms Brand Market Research Trend Forecast Client Mission Statement Revenue Competitors Product Survey Constraints Professional (ism) Target Market/Audience Consumer Professional Etiquette Time Lines Step 1 3
  • 10. Design Challenge Activities Activity 1 – Preparing for the Client: Research and Meeting Prep Approximately 5 Hours Activity 2 – Presenting Yourself to the Client: Professional Behaviors Approximately 1 Hour 30 Minutes Activity 3 – Client Presentation Approximately 1 Hour Activity 4 – Client Presentation Debrief & Understanding Client Constraints Approximately 2 Hours Step 1
  • 11. Activity 1 Brief Preparing for the Client: Research and Meeting Prep Objectives: Activity Procedural Overview: • Students will understand the importance 1. Discussion: Design Challenge of preparing for the meetings including 2. Developing Research Questions conducting research on a client and their 3. Conducting Research market. 4. Preparing Short Presentations • Students will understand that the initial 5. Reporting Back Key Findings client meeting is their opportunity as 6. Discussion: Activity Debrief and Client designers to extract as much information Questions as they can from the client. Constant Reinforcements Reading Discussion Presentation File Preparation Writing Visual Design Programs Step 1 5
  • 12. Materials for Facilitator: Materials for Students: • Blackboard/poster board • Computer • Markers/chalk • Computer printer • Internet access • Pen or pencil • Sketchbook/journal Prerequisite: Some prior knowledge of word processing, internet navigation. SEE’s Design and Business Foundations. 6 Step 1
  • 13. 1. Discussion: Design Challenge Notes: Approximately 30 minutes Transition into Step 1, Design Challenge, by reviewing the SEE 5 Step Methodology and walking through the goals and objectives of Step 1. Then, briefly introduce the design challenge and the client including: • Purpose of the client presentation • Date and time of presentation - example: 03/07/09 at 11:00 a.m. • Location of presentation - example: classroom conference area Tip Visually displaying the • Attendees (include names and position) presentation details on a - example: Thomas Brown, Senior Vice blackboard or poster sets a President of Merchandising target goal for the students. • Time frame (1 hour minimum) - example: 11 a.m. – 12:00 p.m. This is a good time to initiate a class discussion about how to prepare for the upcoming client meeting/presentation. Discussion points might include: Now that we have been introduced to the project and completed both design and business foundations, what do we need to do to prepare for our first client meeting? What should we know going into the client meeting? How can we get information about a client? Close the discussion by explaining that the students will start preparing for the client presentation by conducting research. 2. Developing Research Questions Approximately 30 minutes Assign students into research teams of two. Each pair will write a total of 20 research questions on the topics below (approximately 5 questions per topic): • Client’s identity, logo, personality, products and brand • Client’s market, competitors, market/ Tip industry trends Sending an e-mail to the client • Client’s target market/demographic (i.e. with questions will also help the typical consumer, who buys it?) the client prepare for their • Client’s costs, revenues, profits presentation. Below are some sample questions to provide to students. • What is the company’s brand and logo? What does it represent? • What words are used to describe the brand? • What makes their brand different from other brands? Step 1 Activity 1 7
  • 14. Notes: • Who is the company’s target market? Why? • Does the company set or follow consumer trends? • Are they innovative? If so, how (materials, color choices, design, their message)? • In what areas are their products sold? Why these areas? • What stores sell the most products? Where? • What is the average price of their primary products? Why? • Where do they manufacture their products? • Who are the company’s competitors? • Where do the competing brands sell their products? • What are the competing brands best sellers? • What is the average price points for competitor’s products? Why? 3. Conducting Research Approximately 2 hours Student teams should conduct research using the internet (looking at the client’s website, articles, ads etc.) trying to find as many answers as possible to their 20 questions. Students will likely have unanswered questions, which is okay. This will lead them to understand that the client meeting is an opportunity to fill in these research gaps. Students will give a short presentation to the class of their research. Note: The facilitator should walk around the room and provide guidance to students as needed. Students should print out relevant information and articles, take notes in their journal, and print out any visual aids (budgets, pictures of products, logos, etc.) that would be helpful in their presentation. 4. Preparing Short Presentations Approximately 1 hour Students will create a presentation (approximately five minutes in length) to share five key findings that they have learned from researching. Presentations should include student drawings, pictures, charts, and other visuals or print-outs that they collected during their research phase. This exercise is a practice in presentation skills, therefore the content for the actual presentation can be open- ended. Students could report key findings from their research or other interesting facts that they learned about the client’s business. Some options might include creating a poster with information, making a collage, or creating a slide presentation. Ask students to 8 Step 1 Activity 1
  • 15. take a couple of minutes to rehearse for their presentation. Notes: 5. Reporting Back Key Findings Approximately 30 minutes The students will come together in a round-table to present their key findings to the group. Each pair should be allocated about five minutes. Groups that are not presenting should take notes on information being presented by other groups and ask clarifying questions. 6. Discussion: Activity Debrief and Client Questions Approximately 30 minutes After the presentations are complete transition the class into a conversation on how the initial client meeting is an opportunity for designers to extract as much information as they can from their client. Open the discussion by asking: What questions were you not able to get answers to? Point out that although students found a great deal of information on the internet, they still have many unanswered questions. Students will have the opportunity to fill in these gaps in their research by asking the client these questions during their meeting. Together as a group, the class will compile a list of unanswered questions (since there will probably be duplicates). Help facilitate which questions should be included on the list for the client meeting discussing why they need to know the information. Consider assigning specific questions to students (or teams) to ask during the client meeting to ensure the information is collected and to give students practice interacting with the client in a business meeting. Note: The facilitator will send in these questions to the client prior to the client presentation. Finally, summarize all they have accomplished in Activity 1 and congratulate the students on a job well done. Step 1 Activity 1 9
  • 16. Resources Marc Ecko Enterprises Marc Ecko Blog www.marceckoenterprises.com www.beingmarcecko.com Ecko Brazil www.ecko.com.br Ecko Unlimited - Brazil www.ecko.com.br/sobre-comm.php 10 Step 1 Activity 1
  • 17. Activity 2 Brief Presenting Yourself to the Client: Professional Behaviors Objectives: Activity Procedural Overview: • Students will understand that This activity should be conducted before professional behavior (attitudes, the client presentation. communication, dress, timeliness, etc.) and preparation (work space cleanliness, 1. Role Playing: Behavioral Scenarios equipment and materials) are an 2. Group Discussion on Role Playing important part of creating a good Scenarios professional impression when meeting 3. Debrief: Professional Etiquette with a client. Constant Reinforcements Reading Discussion Presentation File Preparation Writing Visual Design Programs Step 1 11
  • 18. Materials for Facilitator: Materials for Students: • Props for role playing scenarios • Markers • Poster board • Pen or pencil • Sketchbook/journal Prerequisite: N/A 12 Step 1
  • 19. 1. Role Playing: Behavioral Scenarios Notes: Approximately 30 minutes Note: In this activity, the facilitator will introduce students to the concept of professional behavior through role-playing. The facilitator may want to line up a volunteer or intern ahead of time to help conduct the role-playing exercise. Students can be included in these role-playing activities. During the role playing exercise the students should write down their observations of the characters, room, etc. Observations are not opinions but rather what the students see. Act out examples of both nonprofessional and professional etiquette for example, posture, attitude, communication, dress, timeliness, room cleanliness and technology readiness. Possible scenarios might include: Posture • Slouching - unprofessional Sitting up- professional • Leaning head on hand or on the table - unprofessional Keeping head up and paying attention to speaker(s) - professional Attitudes • Frowning, sighing, grunting, sneering - unprofessional Smiling, making eye-contact, being friendly, acting positive - professional Gestures • Not greeting a client/and or introducing oneself – unprofessional • Shaking a client’s hand - professional • Waving arms around to answer or ask a question - unprofessional • Hand raised up high for everyone to see - professional • Whispering with peers, kicking peers under the table - unprofessional • Active listening, ignoring distractions from peers - professional Communication • Wandering eyes - unprofessional • Eye contact, active listening - professional • Interrupting the client, other peers, and/or the facilitator - unprofessional • Waiting until the speaker is finished - professional • Mumbling, talking to the ground – unprofessional • Speaking clearly and loudly to the group - professional Step 1 Activity 2 13
  • 20. Notes: Dress • Dressing sloppy, wearing untucked shirts or revealing clothes – unprofessional • Neat, clean attire - professional Timeliness • Arriving late- unprofessional • Arriving early- professional • Starting meetings late and without a plan – unprofessional • Following an organized meeting agenda & starting and concluding on time – professional Meeting Room/Workspace Preparation • Leaving chairs in an unorganized manner all over the room - unprofessional • Planning the seating arrangements prior to arrival - professional • Cluttered, unorganized tables and/or workspaces - unprofessional • Clean, organized tables - professional 2. Group Discussion on Role Playing Scenarios Approximately 30 minutes Together as a group, create a list of professional behaviors on a poster to be used for reinforcement before each client meeting and professional presentation. A student or facilitator can record the behaviors as the class calls them out and discusses them. Discuss the understandings students have gained. Leading questions could include: • Think about a time when acting professionally was important. • Can you recall your behavior? • Did your behavior affect the outcome of the situation? Assignment: Have students read the meeting preparation articles in the resource section. Students should think about where and how they can practice using these tips by taking notes in their sketchbooks. Sample answers are: we can practice active listening in our discussion groups or in school; or we can have better eye contact with adults. • What could you have done to act in a more professional manner? 14 Step 1 Activity 2
  • 21. • Why is being aware of your behavior important? Notes: 3. Debrief: Professional Etiquette Approximately 20 minutes Together in a group, students share their notes and findings to the entire group in a round robin setting. This activity takes place at the start of the next class since students have homework. Step 1 Activity 2 15
  • 22. Resources “Etiquette for Meeting People in Business,” Lydia Ramsey http://www.hodu.com/meeting-etiquette.shtml “How to Prepare for Running an Effective Business Meeting,” Jo Schlegel, Editor- in-Chief, Salary.com http://www.salary.com/personal/layoutscripts/psnl_articles.asp?tab=psn&cat=cat0 11&ser=ser034&part=par383 16 Activity 2
  • 23. Activity 3 Brief Client Presentation Objectives: Activity Procedural Overview: • Students will be presented with their 1. Client Presentation design challenge directly from the client. 2. Client Question and Answer • Students will ask questions unanswered from their initial client & market research. • Students will understand project constraints. Constant Reinforcements Reading Discussion Presentation File Preparation Writing Visual Design Programs Step 1 17
  • 24. Materials for Facilitator: Materials for Students: • Blackboard or poster paper • Pen or pencil • Sketchbook/journal Prerequisite: N/A 18 Step 1
  • 25. 1. Client Presentation Notes: Approximately 30 minutes The goal of this activity is to introduce the design Tip Students should be challenge to the students. The client will prepare a reminded to take notes 30-minute presentation and leave an additional 30 throughout the client minutes for question and answers from the students. presentation and during the question and answer session. The client presentation should include: • Design Challenge goals and time line. • Company information like company culture, target market, sales, competitors, trends, key products (related to the project) etc. • Client project constraints (time, budget, patterns, cost). These constraints must be defined by the client. The client should also be prepared to address all or some of the sample questions sent in preparation for the meeting: • What is the company’s brand and logo? What does it represent? • What words are used to describe the brand? • What makes their brand different from other brands? • Who is the company’s target market? Why? • Does the company set or follow consumer trends? • Are they innovative? If so, how (materials, color choices, design, their message)? • In what areas are their products sold? Why these areas? • What stores sell the most products? Where? • What is the average price of their primary products? Why? • Where do they manufacture their products? • Who are the company’s competitors? • Where do the competing brands sell their products? • What are the competing brands best sellers? • What are the competing average price points for their product etc? Why? • Where does the company see themselves in two years from now? Five years? 2. Client Question and Answer Approximately 30 minutes At the end of the client presentation, students will have 30 minutes to ask their prepared research questions (Activity 1). Step 1 Activity 3 19
  • 26. Activity 4 Brief Client Presentation Debrief & Understanding Client Constraints Objectives: Activity Procedural Overview: • Students will understand that clients This activity should be conducted after have constraints based on but not limited the client presentation. to: time, budget, target market, etc. • Students will understand that 1. Client Presentation Review prioritizing and setting client constraints 2. Client Constraints Discussion will impact decision making throughout 3. Prioritizing Client Constraints the design process. Constant Reinforcements Reading Discussion Presentation File Preparation Writing Visual Design Programs 20 Step 1
  • 27. Materials for Facilitator: Materials for Students: • Blackboard or poster paper • Pen or pencil • Sketchbook/journal Prerequisite: N/A Step 1 21
  • 28. Notes: 1. Client Presentation Review Approximately 15 minutes Debrief after the client presentation to reinforce the importance of client preparation and professional etiquette. This is also a good time for students to talk about their experience meeting with the client. Questions to ask students during this discussion might include: • What new information did we learn from the client? • What about your questions? Did you get them all answered? • How will we use this new information? • Do you feel like we acted in a professional manner? Give examples. 2. Client Constraints Discussion Approximately 15 minutes Although students will have a sense of constraints from their research and from the client presentation, constraints are generally a new concept for students and they will need to be guided through this process. For example, throughout this activity students have started to work with schedules and dates. This concept of time management can lead to a discussion of time as a key constraint. The discussion should then transition into client constraints. Leading questions might include: • What is a client constraint? • What constraints, or limits, must we consider for our design project? • What do we need to know before moving on to the next step within the design process? Then ask the students to brainstorm client constraints to consider for their design project, taking into account their research and the information gathered in the client presentation. Record them on the board. Client constraints include but are not limited to: time, material costs, target consumer, color, patterns, sale price, types of materials, brand identity, etc. 22 Step 1 Activity 4
  • 29. Notes: 3. Prioritizing Client Constraints Approximately 1 hour 20 minutes Break students into groups of three or four. Have them prioritize and add to the list of client constraints (recorded on the board during the discussion). In these groups, students should discuss and debate why one constraint is a higher priority than the others. Ask students to think about the project details they Tip An example of prioritizing client learned during their research and the client constraints is the client has deter- presentation. Then, they should record mined a price range for the product. On the other hand, the client has a prioritized list of client constraints to also informed the students that the share with the group. (30 minutes) time line is lenient. Since the price is crucial to the client it becomes a Each group will then present their client higher priority than time. constraint list to the group (5-10 minutes per group), explaining their decisions to the class. This list can use color, lists, arrows, boxes, and other visuals to explain how the group came to their decision. (30 minutes) The students’ lists will be vote on, compiled into one client constraint list, and shared with the client (these lists can be e-mailed by the facilitator after the activity). The client should provide feedback (via e-mail or phone) to the facilitator on the students proposed constraints, setting priorities and adding any additional constraints that the young designers should keep in mind as they develop their projects. Once an agreement has been made on priorities, expectations to uphold and meet these from both sides of the party will be set. E-mail the client to thank them for their visit, summarizing the understanding of constraints. Step 1 Activity 4 23
  • 30. Key Terms TERM DEFINITION Brand Unique design, sign, symbol, words, or a combination of these, used to create an image that identifies a product and differentiates it from its competitors. Over time, this image becomes associated with a level of credibility, quality, and satisfaction in the consumer’s mind. Thus brands help consumers make decisions in a crowded and complex marketplace by standing for certain benefits and value. Client A person or group that uses the professional advice or service of an expert. Competitors A company in the same industry or a similar industry which offers a similar product or service. Constraints Limitations or restrictions. Consumer A person who purchases goods or services from another; buyer. Market Actual or conceptual place in the commercial world where buyers and sellers interact to trade goods or services for money or barter. Mission A summary describing the aims, values, and overall plan of an organization or Statement individual. Product A commodity offered for sale; anything that is offered to a market that customers can acquire, use, interact with, experience, or consume, to satisfy a want or need. Products can include services, people, places, and ideas. Professional The skill, competence, or standards expected of a member of a profession, (ism) as distinguished from an amateur. Professional The code of ethical behavior regarding professional practice or action among the Etiquette members of a profession in their dealings with each other. 24 Step 1 Key Terms
  • 31. Research Diligent and systematic inquiry or investigation into a subject in order to discover or revise facts, theories, applications, etc. Target Market/ Goal consumer. Audience/ Consumer Time Line A linear representation of important events in the order in which they occurred or will occur; a schedule; a timetable. Trends The movement in a particular direction of a variable over a period of time; style; vogue. Trend Forecast To predict a future condition or occurrence; to calculate in advance of a trend. Key Terms Step 1 Key Terms 25
  • 32. 26 Step 2
  • 33. Step 2 Research & Inspiration 12 hours 30 minutes Step 2
  • 34. Research and Inspiration Overview Goal: The goal of Step 2, Research and Inspiration, is for students to gain a deeper understanding of the project by gathering and analyzing market research (including the client information, target consumers, product research, trends, etc.). Students will also learn how to find inspiration for creating preliminary design concepts. Understandings: • Students will understand that by conducting thorough market research (target consumers, competitive market, etc.) and analyzing this research, they will find patterns and trends that will help them understand how to design for their client’s target consumer. • Students will understand that by gaining a deeper understanding of their target market (competitors, consumers, trends), they will be able to design a marketable, sell-able, and innovative product. • Students will understand that through inspiration they can stimulate their own creativity. • Students will understand that inspiration follows no guidelines; they can choose how and where they find inspiration. • Students will understand that gaining a deeper knowledge of the marketplace will help them formulate clearer ideas on how to continue to gather inspiration. 28 Step 2
  • 35. Able to Do/Apply: • Know and apply different research methods. • Conduct market research. • Collect, prepare, present and discuss information about a client’s market. • Conduct a market analysis by reviewing information collected and identifying trends and patterns in the market research. • Create, discuss and present mood boards based on inspirations. • Make connections from their market research and use that to inform their inspiration. Key Terms Primary Research Inspiration Market Segmentation Market Research (Field Research) Secondary Research Survey (Desk Research) Step 2 29
  • 36. Research and Inspiration Activities Activity 1 – First Stage of Research- Information Gathering Approximately 7 Hours 40 Minutes Activity 2 – Market Analysis Approximately 1 Hour 40 Minutes Activity 3 – Inspiration for Innovation Approximately 3 Hours Step 2
  • 37. Activity 1 Brief First Stage of Research- Information Gathering Objectives: Activity Procedural Overview: • Students will research and understand 1. Introduction to Step 2 & Market the elements of their client’s Research marketplace (company brand, target 2. Research: Primary and Secondary consumer, competitors, trends, target Sources market-demographic, geography) and 3. Research Plan how they inform the design process. 4. Conduct Research • Students will understand that gaining 5. Debrief: Visual Presentation Market a deeper understanding of their target Research market will enable them to design a marketable, sell-able, and innovative product. Constant Reinforcements Reading Discussion Presentation File Preparation Writing Visual Design Programs Step 2 31
  • 38. Materials for Facilitator: Materials for Students: • Blackboard/poster or board/chart paper • Computer • Markers/chalk • Internet access • Magazines • Pen or pencil • Internet • Sketchbook/journal • Chart paper • Markers • Magazines • Adobe Illustrator or other vector design program Prerequisite: Completed Step 1 Design Challenge, Business Foundations, Design Software Foundations. 32 Step 2
  • 39. 1. Introduction to Step 2 & Market Research Notes: Approximately 10 minutes Introduce Step 2 by sharing over arching goals and objectives of this step. During Step 2 students should gain a deeper understanding of the project by gathering market research from secondary sources (e.g. the Internet) and conducting primary research, such as interviewing and observation. They will also learn how to analyze their research and look for trends and how to use their research to inform their design inspiration. The primary goal of market research is to find a real need in the market and come up with a product or service to fulfill it. Market Tip research is comprised of: It is beneficial to break down the activities in Step 2 for students so they will be able 1. Marketplace research: to apply the design process outside of SEE identification of a specific market and speak to it during their presentations. and measurement of its size and other determining characteristics. 2. Product research: identification of a need or want in the market and identifying a good or service that will satisfy that need. 3. Consumer research: identification of the preferences, motivations, and buying behavior of the targeted customer. You may use this list as a starting point and to keep students on track during their research collecting. The information collected through market research is a critical step in the design process, because it provides the information that designers need to create marketable, sellable, and innovative products. 2. Research: Primary and Secondary Sources Approximately 15 minutes Before the students get into market research they should have an idea of the different sources of research (primary and secondary) and how to conduct various methods of research. Distribute a copy of the Resource Sources handout. Handout 1: Research Sources Using the Research Sources handout, take 10 minutes to review each mode of research with the students. Students can take turns reading the definitions out loud from the handout while you briefly explain Step 2 Activity 1 33
  • 40. Notes: each one in more detail, giving examples. The students might realize that most existing sources of research (secondary research) can be found on the Internet, which is a powerful research tool. If the students do not make that connection, you can make it for them. If the students do not have internet access, the best way to gather information about something is to go directly to the source using primary research techniques. Transition the class into creating research plans by explaining to students that most market research is collected from primary research. This includes direct observation of the consumers (for example, in retail stores), surveys, interviews, focus groups, and conducting field tests. Let the students know that they will primarily be using “interviewing” and “observation” when they conduct their market research site visit. 3. Research Plan Approximately 45 minutes Although students will continue to gather market research using secondary research (the Internet, ads, etc.) They will also make a site visit to store(s) and/or shopping area to conduct primary research. The students will explore their topics primarily through interviews (e.g. target consumer) and observation (e.g. product research and trends) during this step. Divide the class into four groups (Groups 1- 4). Once they are in groups have the students assign themselves the roles of: Facilitator - Leads the group and encourages everyone to stay focused and on task. Presenter - Presents the findings to class, could be more than one student. Note Taker - Takes notes, or consolidates information, could be more than one student. Time Keeper - Manages time and makes sure group is on time. Assign teams one of the following topics (two teams will research the topic): • Target Consumers/Target Market • Products and Trends Research Students will be able to conduct market research more effectively with clear research targets and a plan. Therefore, providing sample questions will help students gather the information they will need to conduct a market analysis later on in Step 2. Explain that they will use 34 Step 2 Activity 1
  • 41. questions from the Elements of the Marketplace handout to help guide them in Notes: their research. Handout 2A & B: Elements of the Marketplace, Research Questions Give students a few minutes to read over all the questions, ask clarifying questions, and to begin thinking about how they are going to approach getting their questions answered (i.e. What types of primary and secondary research sources). To get the most out their site visits, students will make a research plan. Hand out Developing a Research Plan for guidance. Give the groups 10 minutes to brainstorm how they will accomplish the tasks listed in Handout 3. Encourage them to write them on a board, journal, or paper. Handout 3: Developing a Research Plan Don’t forget to leave time for the students to use the Internet to assist with their planning and to conduct some preliminary research. The facilitator will have the students come together and quickly share their plan and, in a sentence or two, explain how they will approach their research. 4. Conduct Research Approximately 2 hours 30 minutes Select a location to conduct a site visit (shopping area, mall, etc.) during the next class, where students can conduct their primary research. Ideally Groups 1 and 2 would conduct their consumer interviews while Groups 2 and 4 are conducting their product and trends research. Students might need guidance conducting their interviews, surveys, or focus groups. Tip • Students researching consumer This activity could take 2-3 days, or trends should aim for around 10 – 15 more. It is advised that some of the interviews. research be given as an assignment to be done after the class as homework. • Students researching products and trends should visit approximately 4-6 stores to ensure variety. Step 2 Activity 1 35
  • 42. Notes: 5. Debrief: Visual Presentation Market Research Approximately 4 hours Have students convene in their research groups to develop a short presentation of their survey findings. It is important that the students practice visually organizing their information as simply and clearly as possible. In the next activity, other groups will also refer to the information they have gathered. • 4 hours for group to develop their short presentations. • 5-10 minutes for each group to quickly explain their presentations. • 5-10 minutes for a warm and cool feedback session. 36 Step 2 Activity 1
  • 43. Resources Conduct Market Research http://www.entrepreneur.com/12weekstostartup/week2/index.html How to Identify a Target Market http://hubpages.com/hub/How-To-Identify-a-Target-Market&usg=__EN- WPhEYn_rr1pztt_BloWNpqL3o=&h=383&w=260&sz=12&hl=en&start=1 5&um=1&tbnid=2c8yitaJfvlCNM:&tbnh=123&tbnw=83&prev=/images%3 Fq%3Dtarget%2Bmarket%26um%3D1%26hl%3Den%26client%3Dfirefox- a%26rls%3Dorg.mozilla:en-US:official%26sa%3DN Checklist of Internet Research http://www.internettutorials.net/checklist.html Creating a Research Plan http://pblmm.k12.ca.us/PBLGuide/Activities/BeginningResearch.html Step 2 Activity 1 37
  • 44. Activity 2 Brief Market Analysis Objectives: Activity Procedural Overview: • Students will understand that by 1. Making Connections in Research analyzing their market research, they 2. What did we find? will find patterns and trends that will 3. Share Findings help them understand the marketplace. • Understanding the marketplace will help students make decisions in their design projects. • Students will understand that knowing their client and the marketplace will help them formulate clearer ideas on where and how to gather design inspiration. Constant Reinforcements Reading Discussion Presentation File Preparation Writing Visual Design Programs 38 Step 2
  • 45. Materials for Facilitator: Materials for Students: • Blackboard/poster board • Markers • Markers • Poster board or chart paper • Timer (Watch) • Pen or pencil • Sketchbook/journal • Computer • Computer printer • Computer scanner • Sticky notes/Post-its Prerequisite: Design Software Foundations, Design Foundations: Introduction to Brainstorming, Step 1. Step 2 39
  • 46. Notes: 1. Making Connections in Research Approximately 30 minutes Now that students have gathered a lot of great information, they need to take some time to think about and understand their market research before moving on to concept development. Research should be analyzed to look for similarities or trends in data. At this time, the class should divide up into their research groups and examine their research for patterns and trends. In other words, students want to find instances that occur over and over again. An example of a pattern may be: Tip • 5 out of 20 consumer’s favorite colors are red. The facilitator may want to write all of these examples on a blackboard or poster • All of the competitors are trendsetters. board, communicate them to the class •15 out of 20 consumers break dance. and/or hand out a copy of these examples to the students. From these findings we can roughly conclude that using red in our designs would be appealing to consumers, we might want to incorporate break dancing or related graphics into the design, and that we should be looking to innovate and set new trends. The students will not only want to look for trends in their research, but also should note things that stand out or are out of the ordinary. They should look for things that may be unique to the client’s consumer culture or subculture (market segmentation). For example, a company’s market segment might be made up of a range of consumers, including skateboarders, hip-hop gurus, and break dancers. This finding could also be connected to a finding about the company’s competitors who, for example, may have a subculture of consumers who are only hip-hop gurus. The ability of the students to discern between the two types of subcultures within the client versus their competitors will allow the students to focus on a wider range of consumers. Walk around and assist the students with making these types of pattern connections from their research. 2. What did we find? Approximately 1 hour Continuing in their groups, students should then analyze their 40 Step 2 Activity 2
  • 47. cumulative research and begin making connections. This includes reviewing the Notes: research they collected in Step 1: Design Challenge (internet research, client meeting information) and market research from Step 2, all of which should be documented in their sketchbooks. Students should note where information overlaps, contradicts, is new, etc. For example, the client told the students that their typical consumer is between the ages of 14 and 30, but in their consumer research they found out that 12 and 13 year olds also like buying and wearing the client’s brand. These pieces of information, together, build a clearer picture of their actual target consumer: someone between the ages of 12-30. During this step, students also should focus in on a few primary trends (e.g. colors, patterns) or needs (style, new product) they have identified in their cumulative research and which they want to incorporate in their designs. Examples might include: interviews and product research revealed that consumers like certain types of graphics that the client hasn’t been using in their products so far (noted in their Internet research). Or, the client has been using black on white (noted in their Internet research) and the competitor has been using white on black (noted in online research and in observation) and consumers seem to like that better (noted from interviews); that might lead to incorporating white on black into their design. Each group member will share their research (from Step 1 and Step 2) around a large table. Have group members examine all the research and document their connections or findings in their sketchbooks. By this point in the design process, they should know how to organize information in a visually pleasing and comprehensive way. Students will map their trends and make research conclusions by using charts (see Resources for a link to chart options). Provide students with an explanation about various chart purposes so they can understand how and when to use charts. For example, flow charts are great for explaining how a product is typically used. Although the students are working in groups, you want them to individually make and document their own connections and observations. 3. Share Findings Approximately 10 minutes Next, have students share two things they felt stood out from the complete research by writing them on a blackboard or poster. Let the students know that it’s okay if some of these connections are the Step 2 Activity 2 41
  • 48. Notes: same. Make sure students are specific and only write two things. Students should record the group’s list in their journals for reference. Emphasize to students that they should take their list of connections (trends, findings, observations) they made from their market research into consideration when designing. This list along with the inspiration they gather will be what the students will refer to during the design process, so they can create designs that are unique but also marketable. 42 Step 2 Activity 2
  • 50. Activity 3 Brief Inspiration for Innovation Objectives: Activity Procedural Overview: • Students will understand that 1. Inspiration Warm-Up inspiration can stimulate their own 2. Discussion: What is Inspiration? design creativity. 3. Sketching Graphic Inspiration • Students will understand that to find 4. Mood Boards inspiration they have to be willing to 5. Critique look at things from different angles and perspectives. • Students will understand that inspiration follows no guidelines; they can choose how and where they find inspiration. • Students will create, discuss and present mood boards. Constant Reinforcements Reading Discussion Presentation File Preparation Writing Visual Design Programs 44 Step 2
  • 51. Materials for Facilitator: Materials for Students: • Blackboard or poster paper • Chart paper • Markers • Sketchbook/journal • Computer • Markers • Internet Access • Pen or pencil • Whistle • Computer • Internet access • Adobe Illustrator or other vector design program • Adobe Photoshop or other image editor design program Prerequisite: Design Foundations: 2-D Design, Design Software Foundations. Step 2 45
  • 52. Notes: 1. Inspiration Warm-Up Approximately 20 minutes Note - This activity can also be done in groups or as a class. Ask the students to look around the room and list as many objects as they can that resemble or are shaped like something else. Have them write down the name of the object, make a very quick sketch of what the object resembles, then after the sketch, write out what it resembles. This could be done in their sketchbooks or on a large piece of paper. To do this activity in groups, divide the students into groups of four or more using a method that works for you (counting off etc.). Assign the roles of facilitator, note taker, presenter and time keeper. The facilitator makes sure that their group is staying focused and on task and encourages their team to list as many ideas as possible. The note taker(s) will list and sketch items on paper. The time keeper should make sure the group stays on time. The presenter(s) presents their group’s work to the class (approximately two minutes per group). Give the students 10 minutes to brainstorm items and 5 – 8 minutes to share their lists with the class. If doing this activity as a class, it is important for you to facilitate as much as possible; the students often get excited and things could get chaotic. To help, you can enlist a couple of students to help you facilitate. Assign the role of note taker to at least four students. The note takers will list and sketch objects while the rest of the class offers suggestions and observe. Assign the role of time keeper to one student. Give the students 10 minutes to list and sketch objects and 5 minutes to discuss as a group. Commend the students for a job well done. 46 Step 2 Activity 3
  • 53. Notes: 2. Discussion: What is Inspiration? Approximately 20 minutes Kick off the discussion by asking the students: Why do you think you did this activity? Generally, at least one student will answer, “to learn about inspiration,” or something along those lines. Explain that sometimes to find inspiration you have to look at things in different ways and from different angles, look in places you did not think about before, and at times force yourself to think about things from a different perspective. Then, introduce a discussion about inspiration using the following prompts: • What is inspiration? • Where does inspiration come from? • How do you get inspired? • Why is it important to get inspired in the design process? Inspiration is important in this step of the design process because it stimulates creativity in designers and helps them begin to shape possible design concepts. The students do not have to understand this connection fully yet since they will experience it as they go through the design process. However, the following handout will help further their understanding of the relationship between inspiration and design. Give the students 2-3 minutes to read Handout 4, then continue the class discussion on inspiration. Handout 4: Inspiration, To Be or Not to Be? Some of the understandings you want the students to get out of the reading are: • Their own understanding of inspiration. • Inspiration is everywhere. • Anything can inspire them. • Sometimes they have to seek out inspiration, while other times inspiration just comes to them. This is a good time to show the students examples of designs of all kinds (not just objects that are inspiring or have been inspired by other things.) You can choose three blogs or web sites that you feel show inspiration and ask the students what they think inspired the designers. You can approach this how you best feel fit, the students will make Step 2 Activity 3 47
  • 54. Notes: the connection that designers can get inspired and find inspiration everywhere and with anything. Here are two websites that have great suggestions on where and how to find inspiration: http://www.howdesign.com/article/worldinspiration/ http://www.37signals.com/svn/archives2/finding_fresh_inspiration.php 3. Sketching Graphic Inspiration Approximately 1 hour 15 minutes This next step requires that you take the students to an active open area, such as a park or an interesting neighborhood. Of course, it is very important to think about safety first, so do this during a time when you can keep an eye on all the students. While they are outside, have the students draw as many thumbnail sketches as they can of graphic elements and other things inspired by their surroundings (graphic elements were covered in 2-D Design Foundations and a brief review might be helpful). If a site visit is not possible, the alternative would be to show the students videos or images on a projector or computer and have them draw sketches. During this step, students should rapidly sketch out as many ideas as possible and also record what inspired their sketch(s). Students should take no more than 30 to 60 seconds per sketch, filling at least one or two pages in their sketchbook. Next to each sketch, the student should write what inspired their drawing. The instructor can use a whistle to pace the students. Explain to the students that the sketch does not have to always look like the source of inspiration. Encourage the students to really try to look at their surrounding in different ways, exploring the shapes and patterns of objects and what these shapes and patterns might look like if they were to merge. What would smells (both good and bad) look like if they were to sketch them out? The point here is to extract inspiration from anything and everything, even things that can’t be seen. It is up to them to interpret their inspiration in a quick visual sketch. Tip If the students have access to a digital camera or by Explain to the students that the purpose of this using their cell phones they can take pictures of the exercise was to have them things inspire them and can attempt to interpret the ideas that are being inspired in them with images. find inspiration from their Students should still make an attempt to sketch out surroundings so they can at least one page of thumbnails. This will help them improve their concept development skills. come up with innovative designs. They are drawing inspiration not only from the research they conducted on the current market place but also their environment. In addition, they will be able to come back to this inspiration if they need to re-inspire themselves in Step 4 Final 48 Step 2 Activity 3
  • 55. Concept Development. Notes: 4. Mood Boards Approximately 1 hour The students will now create mood boards that reflect their research (from Steps 1 and 2) and their inspiration from the previous exercise. When students create their mood boards they should not develop complete concepts but instead focus on a feeling or mood that they want to convey to their target consumers. It is important for students to understand that their mood board(s) should also reflect their research connections and inspiration(s). Handout 5: Mood Boards Using the handout to guide them, students should create two digital mood boards that convey two different moods or directions. Note: Students should create two mood boards per project. For example, if they are designing two hats or shirts they should make four mood boards, three hats, six mood boards, etc. Students will use image editor and vector design programs to create their mood boards. They should have prior experience using these programs from Design Software Foundations including how to scan, crop, use the image editor, and lay out images using a vector program. If there is a scanner students can take images from books, newspapers, and magazines cut them out and scan them into an image editor program. Have them crop the images to 1” x 1” squares (the smallest) and 2” x 2” (the biggest). An alternate way to do mood boards, if students have not had enough experience with the design software programs, is to make them on 8.5” x 11” sheets of paper using magazines and newspaper cutouts. These can be scanned onto the computer to create digital copies. Encourage the students to go back to their sketches and draw inspiration from these as well. 5. Critique Approximately 30 minutes Step 2 Activity 3 49
  • 56. Notes: Have the students present their mood boards to the group, explaining what mood or feeling they were trying to communicate. Make sure the students provide both warm and cool feedback to one another. For example, warm feedback would be that the images on the mood board collectively communicate the desired mood. Cool feedback would be that the mood board is not organized well. If a mood board does not effectively convey the mood the student was trying to com- municate he or she should go back and make changes after the critique is over. Students should refer back to their mood boards as they begin to develop their concepts to see if their designs have captured the mood or feeling they set out to capture. 50 Step 2 Activity 3
  • 57. Resources Ways to Find Inspiration http://www.howdesign.com/article/worldinspiration/ http://www.37signals.com/svn/archives2/finding_fresh_inspiration.php Step 2 Activity 3 51
  • 58. Key Terms TERM DEFINITION Inspiration A burst of creativity in an artistic, musical, or other intellectual endeavor. Marketing or Discovery research conducted to understand and measure a marketplace Market comprised of: Research 1. Marketplace research: identification of a specific market and measurement of its size and other determining characteristics. 2. Product research: identification of a need or want in the market and identifying a good or service that will satisfy that need. 3. Consumer research: identification of the preferences, motivations, and buying behavior of the targeted customer. Companies collect some market information through secondary research compiled from other sources that appear applicable to a new or existing product. Most marketing research is collected from direct observation of the consumers (such as in retail stores), surveys, interviews, focus groups, field tests conducted or tailored specifically to that product. The main objective is to find a real need in the market and fulfill it. Market A market segment is a subgroup of people or organizations sharing one or more Segment characteristics that cause them to have similar product and/or service needs. Primary Conducting research that requires one to extract the information directly from Research the source. Information that is gathered has not been published or distributed in (Field any way. This can be done through numerous forms, including but not limited to, Research) surveys, interviews, focus groups, or observation. Secondary Involves the summary, collation and/or synthesis of existing research. Research (Desk Research) Survey Detailed study of a market to gather data on attitudes, impressions, opinions, (Marketing) satisfaction level, etc., by polling a section of the population. Key Terms 52 Step 2 Key Terms
  • 59. Handout 1: Research Sources Primary Research sources (non-existing) require one to extract the information directly from the source. Information that is gathered has not been published or distributed in any way. Primary Research Sources (non-existing): 1. Interview - an interview is a structured conversation between two or more people where questions are asked by the interviewer to obtain information from the interviewee. 2. Survey – an investigation or examination of the opinions or experience of a group of people based on a series of questions. 3. Questionnaire – a set of printed or written questions with a choice of answers created for the purpose of a survey or statistical study. 4. Focus Group – a group of people who are asked questions to gauge their attitudes towards a product, service, concept, advertisement, idea, or packaging. During a focus group participants are free to talk with other group members. 5. Observation – the action of or process of taking note of, or detecting carefully, the qualities and characteristics in something or someone. Secondary Research sources (existing) have been gathered by another group and published. This information has already been extracted by another group and presented in someway. Some secondary sources may not be current. Secondary Research Sources (existing): 1. Print - magazines, books, newspapers, brochures, ads 2. Media - video, movies, tv, music 3. Images - photos, ads, logos 4. Internet - (All of the above) as well as company websites, blogs, online video sites (You Tube), social networking sites (MySpace, FaceBook), user forums, etc. It is important to use both sources of research to ensure information is up to date, fill in gaps in both methods and to gain multiple perspectives. Step 2 Handouts 53
  • 60. Handout 2A: Elements of the Marketplace Research Questions 1. Target Consumers – Understand the typical consumer by exploring their interests, age group, behaviors, lifestyle, and shopping/buying patterns. Sample Consumer Interview/Survey Questions • What do you do for fun? • What things excite you at the moment? • What is important to you? Family? Friends? Cars? Money? Clubbing? Why? • What kind of music do you listen to? Why? What is your favorite music artist? • What TV shows do you like? What movies? Why? • What websites do you like? • What social networking websites do you use? • What blogs do you read? • What kind of car do you drive? Why? If you could have any car what would it be? • What is your social scene like? • What do you wear when you go out? Why? • Do you go to nightclubs? What do you wear to a nightclub? Why? • What do you wear to school? Why? • What do you wear on a date? Why? • Where do you buy your clothes? Malls? Boutique? Department Store? Online? Malls? • Do you share clothes? • Who buys your clothes? If you don’t buy your own clothes, do you control or have input on what others buy for you? • Do you give your clothes away to charity? • Is money important to you? Why or Why not? If you could have any amount of money how much would it be? • If you were famous what product would you purchase? • How much money do you normally pay for this product? • What do you like or dislike about this product? • What is your favorite brand/s? • What is your favorite color? What is your second favorite color? • What is your favorite material? Soft, hard, warm, breathable, etc? Why? • If you could meet anyone in the world who would it be? Why? • If you could live anywhere where would it be? Why? • How old are you? Best Research Sources: • Interviews • Surveys and questionnaires • Observation • Print- magazines, books, newspapers • Internet • Focus groups • Media - video, movies, TV 54 Step 2 Handouts
  • 61. Handout 2B: Elements of the Marketplace Research Questions 2. Product and Trends – Conduct research that investigates existing products in the market (styles, colors, fabrics, design) and current trends (what is cool). Product and Trends Questions Find 5-10 different styles of this product: • Where did you find each style? • What materials are used? • What colors are used? • How much does each of these products cost? • What type of person uses these products? What does that person like to do in their free time? Find 30-50 examples of different forms and functions on similar products: • Where did you find the item? • What type of person uses these products? What does that person like to do in their free time? • What colors are used? Find 30-50 examples of different types of aesthetics used on similar products: • Where did you find them? • What type of person likes these aesthetics? What does that person like to do in their free time? • How were these made? • What colors are used? Find 20 different types of materials being used to design similar products: • Where did you find each material sample? • What type of person likes these types of materials? What does that person like to do in their free time? • What colors are used? • What textures are used? • What materials are used? Best Research Sources: • Images • Media - video, movies, TV • Print- magazines, books, newspapers • Focus groups • Observation • Internet Step 2 Handouts 55
  • 62. Handout 3: Developing a Research Plan Research Tasks: 1. Discuss a plan on how your team will conduct your market research. Things to consider when planning: • What sources will you use to conduct your research (interviews, observation, Internet, etc.)? • What group member(s) will conduct which type(s) of research? • Where should you go to conduct research? What types of places? Which stores (e.g. places that sell the brand, sell competitors brand, etc.)? • If you are doing consumer surveys, who should you target? What age group? What kind of style? Near or at what kind of stores? • What kind of information do you want to gather? What questions might you want to ask when conducting your interviews? • How will you document your research (record in journal, on a tape recorder, with photos)? • How much time do you have to conduct the research? 2. Come up with questions (at least 10) to use for interviews or observation tasks, using the list provided by the instructor. 3. Assign team roles (who will ask questions, record/document information, develop the questionnaire etc.). 4. Write up a plan capturing your decisions from tasks 1-3. 56 Step 2 Handouts
  • 63. Handout 4: Inspiration, To Be or Not to Be? Inspiration, To Be or Not to Be: Sometimes to be able to think of new ideas, or think of an old idea in a new way, you have to be willing to look at things from different angles. Where does this willingness to want to look at things from different angles come from? Does it come from inside you? Is it triggered? Does it get triggered in the face of a challenge? Or, is it because your job required it? None of these are right or wrong. In any field of design if you want to be able to create designs that are innovative you have to be able to look for inspiration anywhere and in anything. Whether you were taught to think outside of the box or whether it is natural to you, make an attempt to do so and begin to question and bend your perception of anything and everything. Step 2 Handouts 57
  • 64. Handout 5: Mood Boards What is a Mood Board? A mood board allows designers to visually demonstrate a style they want to pursue in their design concept. Mood boards set a mood, feeling, or tone for the design. They also serve as a visual tool to quickly convey information to the client on the overall ‘feel’ that a designer is trying to achieve. Mood boards can be created using digital formats, physical objects, or magazine cutouts. Many designers create mood boards in digital form because it is quick and easy. However, creating mood boards using physical objects and/or magazine cut outs are more visually impacting than flat digital mood boards because of the range of design elements (color, texture, shapes, etc) that can be used to elicit a feeling. That is not to say that digital mood boards do not serve their function. If done well they can communicate one or more design directions. Mood boards are primarily composed of images and occasionally they will include writing. For example, if you were inspired by a poem and want to include a phrase or sentence from a poem that summarizes how it made you feel for your mood board. 58 Step 2 Handouts
  • 65. Handout 5: Continued Mood Board Structures Here are two examples of structures you can use to organize your mood board(s). In Structure A images are all approximately the same size and are organized so that images do not overlap or bleed into each other. Structure B is organized without strict lines to separate the images. They overlap or bleed into each other. The images in B vary in sizes and shapes. Mood Board Structure A Mood Board Structure B Clean and simple example of a digital Simple and clean example of digital mood board with white spaces mood board with images that between images. blend into each other. Step 2 Handouts 59
  • 66. 60 Step 3
  • 67. Step 3 Concept Development 10 hours 30 minutes Step 3
  • 68. Concept Development Overview Goal: In Step 3, SEE’s young designers will create their initial design concepts through brainstorming and clarify concept directions through funneling, goal-setting, and applying constraints. Students will begin this step with a creative brainstorm to generate design concepts. Then, they will learn how to apply client, market, and project constraints to funnel these ideas to focused, goal-driven concepts. Young designers will create a one-sentence project goal statement which will help them articulate their design concept to an audience. Finally, they will present their concepts to a focus group to obtain feedback. Understandings: • Students will understand that tools such as brainstorming help designers develop new ideas and creative concepts. • Students will understand that during the brainstorm process client and project constraints must be set aside to allow room for new thoughts and innovative concepts to develop. • Students will understand that goal setting helps refocus the project after a brainstorm. Setting project goals helps funnel initial ideas into goal-driven concepts. • Students will understand that while the design process is creative, there are also constraints, needs, and desires of the client and consumers which need to be determined and considered during concept development. However, this can be done in a creative and thought-provoking manner. • Students will understand that focus groups can provide designers with valuable information that will influence their final design concepts. • Students will understand that allowing others to become involved in the design process can enhance and clarify their designs. • Students will understand that the research step influences final design concepts. 62 Step 3
  • 69. Able to Do/Apply: • Brainstorm around a topic • Visually represent concepts through hand sketching, vector-based software programs, and other applicable mediums • Funnel many concepts, by determining goals and revisiting constraints, into a few technically viable, consumer-driven, and marketable concepts • Clean up sketches and save them in an organized folder on a computer • Document process using vector-based software • Present initial concepts and refined concepts Key Terms Brainstorm Focus Group Interjecting Revise Concept Development Form Materials Statement Consumer-driven Function Patterns Features Funnel Refine Step 3 63
  • 70. Concept Development Activities Activity 1 – Brain Stimulation 30 Minutes Activity 2 – The Concept Developing Funnel 5 Hours 30 Minutes Activity 3 – 3rd and 4th Stages of Funneling 4 Hours Step 3
  • 71. Activity 1 Brief Brain Stimulation Objectives: Activity Procedural Overview: • Students will understand that tools such 1. Brain Stimulation as brainstorming help designers develop new ideas and innovative concepts. Constant Reinforcements Reading Discussion Presentation File Preparation Writing Visual Design Programs Step 3 65
  • 72. Materials for Facilitator: Materials for Students: • Blackboard/ chart paper • Markers/colored pencils • Markers/chalk • Internet access • Pen/pencil • Sketchbook/journal Prerequisite: Step 1 & 2, Introduction to Brainstorming, 2-D Design 66 Step 3
  • 73. 1. Brain Stimulation Notes: Approximately 30 minutes After a long research process, designers may need to take a break from gathering and analyzing information so they can get ready to begin concept developing. There are many exercises that can be done to accomplish this: some designers will sketch random things, others will begin another project. The following is an exercise that will: • Engage students in sketching as a form of brainstorming, so they can get ready for sketching. • Enable students to brainstorm as a group and explore how concepts develop through peer feedback. Conduct this exercise on a large piece of paper (1 meter by 2 meters is an ideal size). The paper should be large enough to fit multiple drawings, but small enough to force the drawings, to interact with each other. Instructor Worksheet: Secret Topics Have the students take one to two Tip Print out the Teacher Handout: Secret topics, depending on how many Topics before class and cut the secret topic students are in the class. Place the words into squares. Put the topics in a hat sheet of paper on the middle of a or bowl and have the students pick one. table and have all the students gather around it. Provide each student with a different colored marker or colored pencil. Choose one student to draw their secret topic on the poster board with their marker or colored pencil. Then the student next to him/her will draw their secret topic somewhere on the previous student’s drawing. The student next to that student will begin the same process and so on, until all students have drawn somewhere on the poster board. The goal is to allow freedom in thought and allow new things to happen while drawing. • Encourage students to place their secret topic in unusual places on the drawing. • Encourage students to use all of the space, by drawing to the edges, drawing big and small and not to worry about drawing over the other drawings. • Encourage students to draw their secret topic in a new way or different from what they perceive the word to mean or the object to resemble. Step 3 Activity 1 67
  • 74. Notes: The poster board is likely to look like a chaotic mass of drawings scattered atop, around, under and along one another. If it doesn’t look like this while they are in middle of the exercise encourage the students to keep drawing. After all students have drawn their secret topic on the poster board, hang it on the wall for everyone to see clearly. Ask students the following questions about what they see on the poster board: •What does this remind you of? • How would you describe certain sections? • How would you describe this to someone? Have students write a brief summary explaining what is happening on the poster as a whole. The summaries should be shared to the entire group. 68 Step 3 Activity 1
  • 75. Resources N/A Step 3 Activity 1 69
  • 76. Activity 2 Brief The Concept Developing Funnel Objectives: Activity Procedural Overview: • Students will understand that tools such as 1. 1st Stage of Funneling: Brainstorming brainstorming help designers develop new Initial Concept ideas and concepts. 2. 2nd Stage of Funneling: Selections of • Students will understand that during 15 Best Sketches the brainstorm process client and project 3. Goal Setting constraints must be set aside, until the 4. The One Sentence Statement funneling stage, to allow room for new 5. Developing Concepts around Set thoughts and innovative concepts to develop. Goals • Students will understand that sketching, creating lists, using creative writing and words all assist in the brainstorming process. • Students will understand that goal setting and reviewing client and market analysis/project constraints helps refocus the project after the brainstorm. • Students will understand that while the design process is creative, there are also constraints, needs, and desires of the client and consumers, which need to be considered during concept development. However, this can be done so in a creative and thought-provoking manner. • Students will understand that by creating a one sentence statement and setting goals they will be able to funnel their initial concepts into goal- driven concepts. Constant Reinforcements Reading Discussion Presentation File Preparation Writing Visual Design Programs 70 Step 3
  • 77. Materials for Facilitator: Materials for Students: • Blackboard/poster board • Markers/colored pencils • Basic imagery (see Brain Warm-ups) • Computer with printer • Colored pencils • Pen or pencil • Computer with printer • Sketchbook/journal • Layout from Design Basics Course Prerequisite: Step 1 and 2 completed: Client Constraints, Market Analysis, Mood Boards, Foundations: 2D Design, Drawing and Composition, Introduction to Brainstorming Step 3 71