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DESTINY STAR WILLIAMS, M.A. Recent Projects Relevant Experience - PowerPoint PPT Presentation

DESTINY STAR WILLIAMS, M.A. Recent Projects Relevant Experience Open space retreat facilitation for Health Care for Grant writing and grant management the Homeless Network, Public Health Seattle Non-profit fundraising and communications


  1. DESTINY STAR WILLIAMS, M.A. Recent Projects Relevant Experience “ Open space ” retreat facilitation for Health Care for Grant writing and grant management the Homeless Network, Public Health Seattle Non-profit fundraising and communications Team Effectiveness for Patient-Centered Medical Healthcare and social services for Latinos Home, Sea-Mar Community Health Centers Customer-centered Teams and Design, Boeing Parenting: my full-time job! Communications System M.A. in Organizational Leadership Design Thinking for Gender Pay Equity with City International Community Development Council, Mayor ’ s Office and Seattle Women ’ s Commission Notable Hobbies Soccer- Playing locally and supporting the Sounders Salsa dancing and teaching Music! Designing playlists and singing Wandering local parks with the dog and baby Involving my housemates in design experiments

  2. MATTHEW ECHOHAWK-HAYASHI, M.A. Recent Projects Some Client Experience Boeing Company, Flight Test Group STEM curriculum incorporation at Indian Heritage High School, Tulalip Reservation Urban Native Education Alliance Systems Thinking and Design Thinking tor Punahou Punahou Schools Schools , Honolulu HI. Seattle Public Schools Change Management for Sealaska Alaska Native Corporation, Juneau AK Tulalip Heritage High School Create dialogue space with Seattle Public Schools Sealalska Corporation and Native American/Alaska Native community. Notable Interests My Family! Colleen-Partner, True-6 son and Zoey -4 daughter. Wood projects. Surfing — in a previous life, just can ’ t let it go. Cooking Small space architecture.

  3. HINT: SOME CALL IT HUMAN CENTERED DESIGN

  4. PROCESS THAT GENERATES (MANY) IDEAS

  5. PROCESS THAT GENERATES (MANY) IDEAS AND MOVES FORWARD TO AN EFFECTIVE SOLUTION

  6. PROCESS THAT GENERATES (MANY) IDEAS AND MOVES FORWARD TO AN EFFECTIVE SOLUTION FOR REAL PEOPLE

  7. PROCESS THAT GENERATES (MANY) IDEAS AND MOVES FORWARD TO AN EFFECTIVE SOLUTION FOR REAL PEOPLE IN A REAL TIME AND PLACE.

  8. INSPIRE IDEATE IMPLEMENT INSPIRE IDEATE IMPLEMENT HEAR CREATE DELIVER HEAR CREATE DELIVER HEAR CR

  9. DESIGN THINKING IT SEEMS A LITTLE VAGUE….

  10. IDEATE IMPLEMENT INSPIRE

  11. WHAT ’ S FOR USERS? WHAT ’ S TECHNOLOGICALLY WHAT ’ S IN THE MARKETPLACE?

  12. DESIGN THINKING ME WHY IS IT ALWAYS ABOUT YOU?

  13. DESIGN THINKING ME (don ’ t worry. You ’ ll love it.)

  14. Effective tools for designing based on the user ’ s experience and wisdom.

  15. Creates a context for making failure cheap, easy and useful.

  16. The person who doesn ’ t make mistakes is unlikely to make anything. FAIL OFTEN TO SUCCEED SOONER

  17. WHAT COULD BE?

  18. Consistently generates radical, relevant and adaptive results (not reliant on a lightning flash).

  19. HOW MIGHT WE ENSURE THE RECOGNITION OF THE IMPORTANCE OF STEM FOR CHILDREN FROM BIRTH TO 5?

  20. TRADITIONAL ROAD Solution! Launch Justify GRANTEE Success! Interpret (or not)

  21. THE ROAD LESS TRAVELED LAUNCH TEST COLLABOR ABORATE TE INSPI PIRE IDEATE TE COLLABOR ABORATE TE IDEATE TE INSPI PIRE TEST

  22. Child ’ s age 0 2 4 1 3 5 HOW MIGHT WE

  23. PHASE ONE: INSPIRE DISCOVER. SENSE. GAIN UNDERSTANDING

  24. When we say Inspire… EXPERIENCE EMPATHY OBSERVATION IMMERSION DISCOVERY TRENDS

  25. For the things we have to learn before we can do them, we learn by doing them. ARISTOTLE

  26. TIME TO TRY IT!

  27. WHAT DID THAT FEEL LIKE?

  28. MEET ANA BRAXTON

  29. THE QUESTION How might ght we, How w Might t We?

  30. PHASE TWO IDEATE GO FOR POTENTIAL. GO FOR QUANTITY.

  31. DESIGN

  32. GO FOR QUANTITY ENCOURAGE WILD IDEAS BE VISUAL RULES STAY ON ONE TOPIC AT A TIME DEFER JUDGEMENT BUILD ON THE IDEAS OF OTHERS

  33. IDEA SELECTION IS CRITICAL! All the creative, wild, bad, OK, and undeveloped ideas from your When evaluated with brainstorm typical “ attractive ” and “ feasible ” criteria before direct implementation THE HE US USUAL FAMILIAR, INCREMENTAL RESULTS

  34. GO FOR POTENTIAL THEN DEVELOP! All the creative, wild, bad, OK, and undeveloped ideas from your brainstorm SELECT FOR POTENTIAL WOW! WE CAN DEVELOP IDEAS FOR FEASIBLITY

  35. TIME TO MAKE SOME CHOICES…

  36. IMPLEMENT PROTOTYPE. FAIL EARLY AND OFTEN.

  37. PROTOTYPE? DO WE MAKE ONE?

  38. A TANGIBLE, SENSE-ABLE, AND TESTABLE REPRESENATION OF YOUR IDEA

  39. WHY? TO INSPIRE!

  40. DEMONSTRATE HOW DOES IT

  41. THE RETURN OFANA BRAXTON

  42. MIND=BLOWN

  43. What is standing out? What is evolving? Who is on your design dream team? What feels essential? What new questions are you holding?

  44. Child ’ s age 0 2 4 1 3 5 HOW MIGHT WE

  45. YOU

  46. Since you asked…

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