Week #900

Program Design

Approx. Age: ~17 years, 4 mo old Born: Nov 3 - 9, 2008

Level 9

390/ 512

~17 years, 4 mo old

Nov 3 - 9, 2008

🚧 Content Planning

Initial research phase. Tools and protocols are being defined.

Status: Planning
Current Stage: Planning

Rationale & Protocol

At 17 years old (approx. 900 weeks), individuals are developing advanced abstract reasoning, critical thinking, and the capacity for structured problem-solving and future planning. The topic 'Program Design', positioned within 'Formal Social Systems' and 'Policy Formulation', requires understanding complex systems, stakeholder needs, and iterative development processes. This selection aims to provide a robust foundation in methodologies for designing effective, human-centered programs.

Core Developmental Principles for a 17-year-old and 'Program Design':

  1. Systems Thinking & Holistic Problem Solving: Encouraging the individual to analyze problems within their broader context, understanding interdependencies, stakeholders, and potential impacts. This moves beyond isolated solutions to integrated program strategies.
  2. Structured Planning & Iterative Design: Teaching systematic approaches to defining objectives, outlining activities, allocating resources, and recognizing that design is a continuous process of feedback and refinement.
  3. Human-Centered Empathy & Impact Orientation: Fostering the ability to design programs with a deep understanding of the end-users' needs, challenges, and aspirations, ensuring programs are relevant and impactful.

Justification for Primary Item Selection: The primary item, 'Design Thinking for Dummies', is chosen for its accessible yet comprehensive introduction to Design Thinking. This methodology directly aligns with all three developmental principles by providing a structured framework for tackling complex problems with a human-centered approach. For a 17-year-old, it offers a practical, step-by-step guide to empathizing with users, defining problems, ideating solutions, prototyping, and testing. It serves as an excellent 'precursor' tool, making advanced program design concepts tangible and actionable. It’s a foundational knowledge base that empowers them to think critically about how to construct meaningful initiatives.

Implementation Protocol for a 17-year-old:

  1. Foundational Study: Encourage self-paced reading of 'Design Thinking for Dummies'. The individual should focus on understanding each stage of the Design Thinking process (Empathize, Define, Ideate, Prototype, Test), taking notes, and identifying real-world examples that resonate with them.
  2. Identify a Challenge: Task the individual to choose a real-world problem or opportunity relevant to their life or community (e.g., a school project, a local community issue, planning a personal event, or improving a daily routine). This grounds the theoretical learning in practical application.
  3. Digital Workspace Application (Miro): Utilize the Miro Starter Plan as a digital sandbox. The individual should apply the learned Design Thinking stages to their chosen challenge:
    • Empathize: Create a user persona, an empathy map, or a stakeholder map on Miro.
    • Define: Formulate a clear problem statement (Point of View) based on their empathy insights.
    • Ideate: Brainstorm solutions visually on Miro using sticky notes, mind maps, or mood boards.
    • Prototype: Sketch out a basic program flow, a user journey, or a service blueprint for a potential solution on Miro.
    • Test (Simulated): Outline how they would 'test' their prototype with potential users or stakeholders, noting what feedback they would seek.
  4. Analog Brainstorming (Post-its & Sharpies): Encourage the use of physical Post-it notes and Sharpie markers for initial, free-flowing brainstorming sessions. This tactile approach can often break mental blocks and foster divergent thinking before organizing ideas digitally.
  5. Collaborative Exploration: If possible, encourage the individual to collaborate with peers or mentors on a project using Miro, simulating the team-based nature of real-world program design. This helps develop communication and negotiation skills within a design context.
  6. Reflect and Iterate: After completing a project cycle, encourage reflection on what worked, what didn't, and how the program design could be improved. This reinforces the iterative nature of design and prepares them for continuous improvement in future endeavors.

Primary Tool Tier 1 Selection

This book provides an accessible and practical introduction to Design Thinking, a methodology crucial for effective program design. It teaches a human-centered approach to problem-solving, covering empathy, ideation, prototyping, and testing. For a 17-year-old, it lays a strong foundation for understanding how to conceptualize and structure programs that genuinely address user needs, directly supporting systems thinking, structured planning, and iterative design principles. It's an excellent primer before diving into more complex or expensive professional courses.

Key Skills: Human-centered design, Problem definition, Ideation and brainstorming, Prototyping, Critical thinking, Iterative development, Systems thinking, Strategic planningTarget Age: 16 years+Sanitization: N/A (book)
Also Includes:

DIY / No-Tool Project (Tier 0)

A "No-Tool" project for this week is currently being designed.

Alternative Candidates (Tiers 2-4)

IDEO U - Foundations in Design Thinking (Online Course)

An online course from a leading design firm that teaches core Design Thinking methodologies through practical exercises and real-world projects.

Analysis:

While an excellent and comprehensive resource, the full IDEO U course represents a significant financial investment and time commitment that might be a barrier for initial exploration for a 17-year-old. 'Design Thinking for Dummies' offers a more accessible entry point to the core concepts, which can then be deepened with such courses later if interest persists.

LEGO® Serious Play® Starter Kit

A facilitated methodology using LEGO bricks for creative thinking, communication, and problem-solving, especially valuable for visualizing complex systems and ideas.

Analysis:

LEGO® Serious Play® is a powerful tool for ideation and systems visualization, highly beneficial for certain aspects of program design. However, it's typically used in facilitated group workshops and its effectiveness for independent learning of foundational program design methodologies, as a 17-year-old might do, is less direct than a structured textbook. The initial cost for a starter kit is also considerable.

Getting Things Done (GTD) by David Allen (Book)

A popular productivity methodology focused on organizing tasks, managing workflows, and increasing personal efficiency.

Analysis:

GTD is excellent for teaching structured planning and task management, which are crucial for program *implementation*. However, its primary focus is on personal productivity and execution rather than the upfront 'design' aspects of empathy, ideation, and prototyping that are central to creating new programs. It complements program design but doesn't teach the core design methodology itself.

What's Next? (Child Topics)

"Program Design" evolves into:

Logic behind this split:

This dichotomy fundamentally distinguishes between the overall structural and organizational blueprint of a program (encompassing its internal governance, resource allocation, logistical flow, and operational components) and the specific nature, methodology, and content of the activities, services, or interventions that the program is designed to deliver. One defines the program's framework and how it is internally managed, while the other defines the substance and direct actions constituting its delivery. These categories are mutually exclusive, as an aspect of program design is primarily concerned with either its foundational structure or its specific operational content, and comprehensively exhaustive, covering all components of structuring concrete actions and service delivery mechanisms within a program.