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Home/Maker Workshops/Design Thinking
Workshop 03Grades 4–6 & Grades 7–12Human-Centred Innovation4.5 Hours Duration

Design Thinking: From Real-World Problems to Tested Solutions

From Real-World Problems to Tested Solutions

Frame real-world community problems through user empathy, brainstorming, rapid prototyping, and iterative team testing.

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Design Thinking
Workshop 03Hands-On Student Workshop
Curriculum Overview

About this Workshop

This workshop is part of Creya Learning's Makers Day Out 101 Series, a collection of immersive, hands-on experiences that enables students to learn as makers, designers and problem-solvers. Each workshop combines creativity, investigation, collaboration and making to help students develop the confidence to turn their ideas into meaningful solutions.

The Design Thinking workshop invites students to take on a real-world challenge and experience the complete journey from understanding a problem to developing a tested solution. Rather than jumping immediately to the first idea, students investigate the people affected, identify their needs and define the problem clearly.

Working in teams, students generate multiple possibilities, select a promising idea and transform it into a physical or visual prototype using accessible STEAM materials. They test the prototype, gather feedback and improve their solution, discovering that good solutions evolve through curiosity, experimentation, feedback and iteration.

Workshop at a Glance

Target Audience

Grades 4–6 · Grades 7–12

Projects & Scope

Age-appropriate for each grade group

Duration

4.5 hours, including a 30-minute break

Format

Real-world challenge, user investigation, collaborative ideation, prototyping, testing and presentation

Experience Required

No prior Design Thinking or prototyping experience is required

Materials

Simple, accessible STEAM and prototyping materials

Key Outcome
A tested and improved prototype developed in response to a real user need
Outcomes & Growth

Expected Impact & Student Takeaways

Students learn that successful innovation begins with people and improves through testing.
They leave as more curious, collaborative and confident problem-solvers, with a tangible prototype and the understanding that meaningful solutions become stronger through experimentation, evidence, reflection and improvement.
Structured Hands-On Flow

Workshop Schedule

4.5 Hours Total7 Phases
Phase 0130 min

Introduction to Design Thinking and Its Importance

Explore what Design Thinking is, why it begins with people and how it supports meaningful innovation. Understand the stages and why experimentation and improvement are essential.

Phase 0250 min

Define: Understand the User and Challenge

Receive the challenge and identify the people affected. Use observation, interviews, role-play or empathy mapping to understand what users experience, think, feel and need. Separate evidence from assumptions.

Phase 0335 min

Define: Frame the Right Problem

Organise the team's findings, identify the most important user need and create a focused problem statement or 'How might we?' question.

Phase 0440 min

Ideate: Generate Possibilities

Use brainstorming and creative-thinking techniques to generate multiple solutions. Build on teammates' ideas, compare possibilities and select a promising direction using agreed criteria.

Phase 0570 min

Prototype: Make the Idea Visible

Plan and build a simple prototype using available STEAM materials. Focus on the essential features that demonstrate how the proposed solution will help the user.

Phase 0630 min

Evaluate: Test and Improve

Test the prototype with another team or user, observe how it is used and gather feedback. Identify what worked and what should change, then make at least one meaningful improvement.

Phase 07 • Final Showcase15 min

Reflect and Present

Present the user, problem, solution, prototype, testing evidence and improvement. Reflect on what the team learned and how its understanding changed.
Foundations & Skills

Core Learning Pillars

6 Pillars
01

Empathy and User Understanding

Observe, listen and ask questions to understand what people experience, need and find difficult.

02

The Design Thinking Cycle

Define a meaningful problem, generate ideas, prototype, test with users and improve using evidence.

03

STEAM Application

Use ideas from Science, Technology, Engineering, Art and Mathematics to support the solution.

04

Collaboration and Communication

Share ideas, listen to different viewpoints, divide responsibilities and explain decisions.

05

Creative Confidence

Develop the willingness to experiment, learn from unsuccessful attempts and try again.

06

Presentation and Storytelling

Communicate the user, problem, solution, testing and improvements through a prototype demo.

Participant Benefits

Why Participate?

9 Benefits
Solve a Meaningful Challenge

Work on a problem connected to real people and genuine needs.

Understand Before Designing

Learn why good solutions begin with listening, observing and questioning.

Make Ideas Tangible

Transform sketches and discussions into a prototype that others can experience.

Apply STEAM Knowledge

Draw upon Science, Technology, Engineering, Art and Mathematics while developing the solution.

Strengthen Collaboration

Work with teammates to share ideas, make decisions and divide responsibilities.

Develop Communication Skills

Explain the problem, design choices, testing evidence and improvements clearly.

Build Creative Confidence

Become more comfortable exploring unfamiliar problems and trying different approaches.

Experience the Complete Process

Move through Define, Ideate, Prototype, Evaluate and Reflect in one immersive workshop.

Grow Through Makers Day Out 101

Develop the maker mindset and problem-solving skills for future STEAM and innovation challenges.

More in this Series

Explore Other Workshops

View Full Series (9 Workshops)
Workshop 01

Early Robotics

Grades 1–3

Build moving robots with coding blocks and sensors, then tackle playful challenge courses through hands-on tinkering.

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Workshop 02

App Development (MIT App Inventor)

Grades 1–3 & Grades 4–6

Design interactive mobile apps using visual blocks, buttons, and sounds to solve everyday problems as creators.

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Workshop 04

Generative AI

Grades 4–6 & Grades 7–12

Master prompt crafting and creative AI tools to generate rich stories, visual concepts, and interactive media responsibly.

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Workshop 05

Build with AI

Grades 4–6 & Grades 7–12

Build functional AI-powered mini-applications, custom helpdesks, and smart assistants using prompt pipelines and logic.

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Ready to Start Creating?

Join our Maker Workshops and turn your ideas into reality with hands-on projects and expert guidance.

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