Innovate Monarchs

  • Participate in field work, such as observing, surveying, or interviewing ODU students/faculty/staff
  • Dig into key topics to challenge assumptions and identify root problems
  • Test ideas and propose solutions
  • Present your work at a showcase to university and community leadership
  • $1,000 financial award
  • LeADERS Entrepreneurship credit
  • Design Thinking Toolkit
  • Additional opportunities to showcase your work
  • The chance to have your voice heard and make a difference

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Required meetings:

  • Program Launch and Virtual Retreat

    • January 6, 9:00am - 12:30pm
  • Weekly Program Meetings (Thursdays)
    • January 13 - April 14 (13 weeks), 12:30pm -1:30pm
  • Weekly Project Team Working Meetings
    • To be scheduled as a group
  • INNOVATE Monarchs Pitch Event and Showcase
    • April 21, 3:00pm - 4:30pm

Required assignments:

  • Selected readings/videos
  • Data collection and analysis
  • Prototype
  • Pitch (slides and script)
  • End of program feedback survey and post-assessment

  • Participate in field work, such as observing, surveying, or interviewing ODU students/faculty/staff
  • Dig into key topics to challenge assumptions and identify root problems
  • Test ideas and propose solutions
  • Present your work at a showcase to university and community leadership

  • $1,000 financial award
  • LeADERS Entrepreneurship credit
  • Design Thinking Toolkit
  • Additional opportunities to showcase your work
  • The chance to have your voice heard and make a difference

Ìý

Required meetings:

  • Program Launch and Virtual Retreat

    • January 6, 9:00am - 12:30pm
  • Weekly Program Meetings (Thursdays)
    • January 13 - April 14 (13 weeks), 12:30pm -1:30pm
  • Weekly Project Team Working Meetings
    • To be scheduled as a group
  • INNOVATE Monarchs Pitch Event and Showcase
    • April 21, 3:00pm - 4:30pm

Required assignments:

  • Selected readings/videos
  • Data collection and analysis
  • Prototype
  • Pitch (slides and script)
  • End of program feedback survey and post-assessment

How is INNOVATE Monarchs a High-Impact Practice?

INNOVATE Monarchs is a collaborative project. According to theÌý, collaborative projects support students in learning to work and solve problems in the company of others. Old à£à£Ö±²¥Ðã University is unique in its embrace of entrepreneurial-focused activities as high-impact practices.

Innovate Cyber Logo
In coordination with the Commonwealth Cyber Initiative, Old à£à£Ö±²¥Ðã University welcomes applications from students in cybersecurity/information technology related majors from any public institution in the Commonwealth of Virginia to apply for the INNOVATE Cyber Challenge. Selected participants will earn $1,000 for the successful completion of the challenge.
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As part of a Lumina Foundation grant, A Student Ready College, Old à£à£Ö±²¥Ðã created eleven "design thinking" teams, six made up of students and five of faculty members. Each is focusing on a specific issue or barrier with the goal of increasing the enrollment and retention of underrepresented students.

What is Design Thinking?

Design thinking is a hands-on, user-centric approach to problem solving. This allows participants to create solutions that address real problems as defined by the end user, rather than the designer. The Design Thinking process used by the Innovate Monarchs program reinforces this learning by guiding students through the empathy-building process, which teaches students to listen to the experiences and insights of others before jumping to conclusions or developing solutions.

Design thinking is both a cyclical and recursive process. This means that some phases may need to be repeated or returned to before moving ahead, and that reaching the Implementation phase simply offers the opportunity to begin again. Check outÌýÌýthat visualized both the cyclical and recursive nature of the design thinking process.

There are six distinct phases to the design thinking process. Click through the below tabs to learn more (provided by theÌý).

Conduct research in order to develop knowledge about what your usersÌý.

  • Imagine your goal is to improve an onboarding experience for new users. In this phase, you talk to a range of actual users. Directly observe what they do, how they think, and what they want, asking yourself things like 'what motivates or discourages users?' or 'where do they experience frustration?' The goal is to gather enough observations that you can truly begin to empathize with your users and their perspectives.

Define: Combine all your research and observe where your users' problems exist. In pinpointing your users' needs, begin to highlight opportunities for innovation.

  • Consider the onboarding example again. In the define phase, use the data gathered in the empathize phase to glean insights. Organize all your observations and draw parallels across your users' current experiences. Is there a common pain point across many different users? Identify unmet user needs.

Brainstorm a range of crazy, creative ideas that address the unmet user needs identified in the define phase. Give yourself and your team total freedom; no idea is too farfetched and quantity supersedes quality.

  • At this phase, bring your team members together and sketch out many different ideas. Then, have them share ideas with one another, mixing and remixing, building on others' ideas.

Build real, tactile representations for a subset of your ideas. The goal of this phase is to understand what components of your ideas work, and which do not. In this phase you begin to weigh the impact vs. feasibility of your ideas through feedback on your prototypes.

  • Make your ideas tactile. If it is a new landing page, draw out a wireframe and get feedback internally. Change it based on feedback, then prototype it again in quick and dirty code. Then, share it with another group of people.

Return to your users for feedback. Ask yourself 'Does this solution meet users' needs?' and 'Has it improved how they feel, think, or do their tasks?'

  • Put your prototype in front of real customers and verify that it achieves your goals. Has the users' perspective during onboarding improved? Does the new landing page increase time or money spent on your site? As you are executing your vision, continue to test along the way.

Put the vision into effect. Ensure that your solution is materialized and touches the lives of your end users.

  • This is the most important part of design thinking, but it is the one most often forgotten. As Don Norman preaches, "we need more design doing." Design thinking does not free you from the actual design doing. It's not magic. Milton Glaser's words resonate: "There's no such thing as a creative type. As if creativity is a verb, a very time-consuming verb. It's about taking an idea in your head, and transforming that idea into something real. And that's always going to be a long and difficult process. If you're doing it right, it's going to feel like work." As impactful as design thinking can be for an organization, it only leads to true innovation if the vision is executed. The success of design thinking lies in its ability to transform an aspect of the end user's life. This sixth step — implement — is crucial.
Frequently Asked Questions

Check out ourÌýÌýfor more information. If you still need help, reach out directly by emailing: innovate@odu.edu.