Design Of An Android Application For Promoting Creative Skills Of 8-16 Year Olds Using Design Thinking

MGMT20140 Design Thinking for Managers

Identification of the problem

Discuss About The Application For Promoting Creative Skills?

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Design thinking process is referred to as a tool rather advanced technology that is widely used by different designers to reduce the rate of complexity associated to different innovation. For this particular research the nominated topic is “Design of an android application for promoting creative skills of 8-16 year olds using design thinking”. Creativity is something that could not be learned or taught by someone. In order to promote the skills and creative ideation of the 8-16 years old kids it is very much necessary to develop a digital platform s o that their thoughts could reach its proper destination.

Advanced technologies are using in every field,  but after analyzing the current status of education, it has been found that  the traditional learning and teaching approach is facing major issues due to lack of usage of technology throughout. In order to mitigate these issues it is necessary to apply proper design thinking tools and technologies (Howlett, 2014). The launch plan, resource plan and long term planning are also illustrated for the implementation of android app to promote the creativity of 8 to 16 years old kids. The five major stages associated to design approach include empathize, define, ideate, prototype and testing.

In traditional teaching learning process, the main arguments that have been levied up were associated to the classroom based teaching. In this particular approach, it was quite difficult to engage students and due to communication gap the students might not feel free to share their creative thoughts with others (Liedtka, 2015). Perspective. In a huge classroom it is also not possible for the lecturers to manage all the students together. In order to make the students attentive to the class the lecturers also have to perform different roles also. It gives limited range of knowledge to the students and the students do not feel free their thought to others. Even if they have any new creative idea in their mind then that could also not be shared due to lack of the application of android technology. With the help of this developed android application the user will be able to interact among themselves with positive interpersonal thinking and computational thinking as well (Plattner, Meinel & Leifer, 2014). After analyzing the learning process through android application it has been determined that, many android developers are there who develops this kind of apps to promote the creative ideas of the students between the age group of 8 and 16 (Suh et al., 2014). However, security is another important aspect that strictly required by the considered by the app developers. Thus, it has been defined, that the main issues associated to traditional learning are lack of communication, lack of interaction, lack of attention towards the classroom etc.  

The market competitors of the technology

Different developing platforms are there such as android, windows which are playing active roles in developing this kind of apps for the users. The online learning environment helps to create software for the innovative mobiles and web learning application. In order to address the unique learning level challenges, the purpose built online apps are developed by the app developers (Vaugh & Ryan, 2015). For engaging the teaching staffs with different advanced learning outcome this particular android app are required to be developed. Based on three different functionalities such as activity if the students, the authoring functions and admin, grading and assessment the android applications are compared to each other. For this android based app the identified open source E-learning app developing competitors are: Efront, Moodle, Dokeos, claronline, Ilias web-based learning application etc.

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In order to mitigate the issues associated to traditional learning approach it is necessary to develop a secured learning app for the user’s who ages between 8 and 16.  Based on the type of the application it is necessary to use proper tool and technologies. The design thinking process is a combination of three different overlapping factors such as viability and desirability as well.  With the help of proper technology the app developers will be able to provide wide opportunity and innovative ideas to the users (Joorabchi, Mesbah & Kruchten, 2013). Not only this but also identification and execution of creative ideas will help to gain competitive advantages from the marketplace. The design thinking those are generally considered by the system developers are as follows:

Visualization: Visualization tool is referred to as an approach of visualizing thought in a different manner. This tool is beyond the general usage of language and words alone. It leads the system developers to unlock their creative mind which will help them to think nonverbally over verbally (Harmon, Kalmar & Burgoon, 2016). Once a person explains their through the other visualizes the though in their mind.  However, an additional growth platform is required to promote the creativity of the ids through the android app. With the help of visualization the rate of unmatched mental models will be reduced.

Storytelling: Storytelling is another design thinking tools that might be used by the android app developers. Instead of making a set of points, integration or waving of all the aspects together could be done with the help of these tools.  This is one of the most compelling story types, to expose and emphasize the user’s experiences (Stoyanov et al., 2015). Though, the creation of storyboards is quite difficult but still, in order to develop and emphasize analytical as well as design oriented persuasive story this particular tool is very much helpful. In order to bring the story to life, it is necessary to utilize proper metaphors and analogies as well.

Further implementation of the design thinking process related tools and technologies those are used before the implementation the launching

Learning launches: The learning launches are referred to as a tool that helps to generate assumptions of potential new level growth initiatives in the competitive marketplace. In order to rollout new products it is necessary to learn about the launch equipments accurately. Not only is this but also in order to gather market driven data from the competitive market it necessary to contrast to conduct the learning experiments very much quickly and inexpensively (Al Ayubi et al., 2016). Through the help of this approach he reliable data could be yield. In the market, with the help of design tool the underlying value could be generated easily and on the other hand the possible growth can be updated through the help of the growth initiatives (Shih et al., 2013). This advanced android app for promoting the creative ideas of students between 8 and 16 years old can be developed from the previous learning and experiences of the users.

Journey mapping: Journey mapping is referred to as experience mapping that helps to minimize the issues associated to traditional learning approach. From the project initiation phase up to the project closure phase it is necessary to develop the journey mapping approach. If any kind of changes are needed to be done by the app developers at the project ongoing phase then, that could be identified and minimized within the application with the help of journey mapping tool (Barnett, Vasa & Grundy, 2015). If any users feel incapable to coherent the objectives for developing the android app then, those issues could be ideally minimized with the help of proper journey mapping tool.

Value chain analysis: The value chain analysis is another tool that is widely used to examine the way through which the android developers will be able to design a platform for making the users and developers interactive.  With the help of value chain analysis the assumed outcomes could increase its production, marketing and distributive offers as well (Yamagata et al., 2013). Additionally, with the help of the value chain analysis the capability of the market competitors could also be identified and minimized as well.

Rapid prototyping: Rapid prototyping is a design thinking toll that is widely used by the app developers to abstract new ideas along with the existing potential and tangible ideas. Before implementation of the application the developers must create a blueprint of the system to ensure that the developers are meeting the requirement of the consumers (Iacob, Harrison & Faily, 2013). In order to resolve the issues of traditional learning, iterative blueprint implementation is very much helpful and with the help of this blueprint, the developers will be able to develop a creative learning app for the users of age group between 8 and 16.  

Consumers co creation: In order to attract more number of users from different region this particular design thinking tool is very much helpful. For growth and innovation this particular approach is completely valuable, risk reducing and innovative as well (Johansson?Skoldberg, Woodilla & Çetinkaya, 2013). For making differentiation between the value added solutions this particular creation based system is very much helpful.

Rapid concept development: With the help of the development of rapid concept the android app could be developed and implemented as well.  Considering the requirement of the users the concept can be improved accordingly.

Assumption testing: Assumption testing is another important design thinking tool that, helps to process the available data for accessing the likelihood.

 For developing an android app for the students of age group between 8 and 16, the design thinking tool that is strictly required to be considered is rapid prototyping and rapid concept development. The interface and the digital platform must be tested before the final implementation of the mobile app. the system should be free from complexity and user friendly.    

  • Start doing competitive analysis to define the persona of the buyers and creative developers
  • Planning for the release date of the android app
  • The app store pages should be optimized
  • Defining the name of the app with appropriate description
  • Developing feedback loop (Levick-Parkin & Hanson, 2015)
  • Searching for the UPS of the app
  • Developing plan for user engagement and retention
  • Developing the app update description space for the marketing

The android app developed for promoting the creative thought of 8 to 16 years old students will be launched online through a promotional event organized by a Facebook social network. At the same time the people who want to take part in the physical event also that is going to take place in a community hall on 28th November (28/11/2017) at 6: 00 PM.

As the target users of the app aged between 8 and 16, thus, the details of the app and its promotional details are advertised in different news channels and cartoon channels as well.  

  • Understanding the existing situation of the learning and teaching
  • Defining ways to drive the revenue of the mobile app
  • Development of the line of action
  • Developing strategic objectives to develop a mobile app for promoting the creative ideas of the age group of between 8 and 16

The other resources are as follows:

Physical resources

·         Location for the Papp promotional event

·         Software hardware internet services

Human resources

·         System analyst

·         Business analysts

·         IT experts application programmers

·         Cloud service providers (vendor as well as suppliers)

·         Business partners (None)

Intellectual resources

·         Recognizing proper value in being innovative

·         Investment on innovation with the help of development, patenting etc.

·         Operational and functional business strategy development

Financial resources

The estimated budget for the launching the app through promotional event is: $20,000.

In order to develop online app for promoting the creative thought of the students it is necessary to develop an android app for promoting the 8 and 16 years old student’s creative thought it is necessary to integrate the business process, production and  security mechanism as well (Yeager et al., 2016). Considering every success elements, measures and security of the android app and also consideration of the app security will help to bring long term success to the system developers. 

Application level security verification: Proper application security and non commercial treatment are needed to be considered by the app developers to keep the security of the mobile application.  

Enterprise security API: Proper enterprise security Application Programming Interface (API) are also needed to be considered for the open sourced, web application level security of the mobile app developed for promoting the  creative ideas of 8 to 16 years old  students.

Task Name

Duration

Start

Finish

Predecessors

Time frame development for the mobile app developers

77 days

Thu 9/21/17

Fri 1/5/18

 

   Project initiation

20 days

Thu 9/21/17

Wed 10/18/17

 

      Details understanding of the issues associated to traditional learning

3 days

Thu 9/21/17

Mon 9/25/17

 

      Identification of the risks associated to mobile app

3 days

Tue 9/26/17

Thu 9/28/17

2

      Literature review on modern mobile app

9 days

Fri 9/29/17

Wed 10/11/17

3

      Feasibility study

5 days

Thu 10/12/17

Wed 10/18/17

4

   Project planning

21 days

Thu 10/19/17

Thu 11/16/17

 

      Literature review on design thinking tools

5 days

Thu 10/19/17

Wed 10/25/17

5

      Identification of different DT tools

4 days

Thu 10/26/17

Tue 10/31/17

7

      Defining specific tool for developing the mobile app

4 days

Wed 11/1/17

Mon 11/6/17

7,8

      Analysis of the tools

4 days

Tue 11/7/17

Fri 11/10/17

9

      Relating the most appropriate tool to developed android based mobile app

4 days

Mon 11/13/17

Thu 11/16/17

10

   Project execution

21 days

Fri 11/17/17

Fri 12/15/17

 

      Market competitors identification

4 days

Fri 11/17/17

Wed 11/22/17

11

      Project launch plan

5 days

Thu 11/23/17

Wed 11/29/17

11,13

      Project resource plan

7 days

Thu 11/30/17

Fri 12/8/17

14

      Project long term plan

5 days

Mon 12/11/17

Fri 12/15/17

15

   Project closure

15 days

Mon 12/18/17

Fri 1/5/18

 

      Stakeholder signoff

5 days

Mon 12/18/17

Fri 12/22/17

16

      Final documentation

7 days

Mon 12/25/17

Tue 1/2/18

18

      Post project evaluation

3 days

Wed 1/3/18

Fri 1/5/18

19

References

Al Ayubi, S. U., Pelletier, A., Sunthara, G., Gujral, N., Mittal, V., & Bourgeois, F. C. (2016). A Mobile App Development Guideline for Hospital Settings: Maximizing the Use of and Minimizing the Security Risks of” Bring Your Own Devices” Policies. JMIR mHealth and uHealth, 4(2).

Barnett, S., Vasa, R., & Grundy, J. (2015, May). Bootstrapping mobile app development. In Proceedings of the 37th International Conference on Software Engineering-Volume 2 (pp. 657-660). IEEE Press.

Harmon, D., Kalmar, E., & Burgoon, J. (2016). Development and Implementation of a Novel Integrated Anatomical Sciences Mobile App for Medical Students. The FASEB Journal, 30(1 Supplement), 568-14.

Howlett, M. (2014). From the ‘old’to the ‘new’policy design: design thinking beyond markets and collaborative governance. Policy Sciences, 47(3), 187-207.

Huq, A., Huq, A., Gilbert, D., & Gilbert, D. (2017). All the world’sa stage: transforming entrepreneurship education through design thinking. Education+ Training, 59(2), 155-170.

Iacob, C., Harrison, R., & Faily, S. (2013, November). Online reviews as first class artifacts in mobile app development. In International Conference on Mobile Computing, Applications, and Services (pp. 47-53). Springer, Cham.

Johansson?Sköldberg, U., Woodilla, J., & Çetinkaya, M. (2013). Design thinking: past, present and possible futures. Creativity and Innovation Management, 22(2), 121-146.

Joorabchi, M. E., Mesbah, A., & Kruchten, P. (2013, October). Real challenges in mobile app development. In Empirical Software Engineering and Measurement, 2013 ACM/IEEE International Symposium on (pp. 15-24). IEEE.

Levick-Parkin, M., & Hanson, M. (2015). Design thinking together: how to share the ‘designerly’way of looking at things in order to co-create insights relevant to research participants.

Liedtka, J. (2015). Perspective: Linking design thinking with innovation outcomes through cognitive bias reduction. Journal of Product Innovation Management, 32(6), 925-938.

Oxman, R. (2017). Parametric design thinking.

Plattner, H., Meinel, C., & Leifer, L. (Eds.). (2014). Design Thinking Research: Building Innovators. Springer.

Shih, F., Seneviratne, O., Liccardi, I., Patton, E., Meier, P., & Castillo, C. (2013, August). Democratizing mobile app development for disaster management. In Joint Proceedings of the Workshop on AI Problems and Approaches for Intelligent Environments and Workshop on Semantic Cities(pp. 39-42). ACM.

Stoyanov, S. R., Hides, L., Kavanagh, D. J., Zelenko, O., Tjondronegoro, D., & Mani, M. (2015). Mobile app rating scale: a new tool for assessing the quality of health mobile apps. JMIR mHealth and uHealth, 3(1).

Suh, J., Peixoto, N., Seshaiyer, P., Lee, K. H., Suh, D., & Jung, Y. (2014, June). Using Design Thinking Tools to Promote Innovation in Engineering Students. In International Conference on Engineering Education (ICEE 2014), Riga, Latvia.

Vaugh, T., & Ryan, M. (2015). Getting the right design or getting the design right: an observation of 18 industry projects progressing through a structured design thinking process.

Yamagata, C., Coppola, J. F., Kowtko, M., & Joyce, S. (2013, May). Mobile app development and usability research to help dementia and Alzheimer patients. In Systems, Applications and Technology Conference (LISAT), 2013 IEEE Long Island (pp. 1-6). IEEE.

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