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Office Address

Plot No: 288, Road No: 78, Jubilee Hills, Hyderabad- 500033.

Phone Number

+91-88866 06701

Email Address

info@vivenciaedu.com

Level 1

  • Observing problems in everyday life.
  • Discussing what makes a problem important to solve.
  • Understanding empathy by considering others' feelings and needs.
  • Defining a clear, simple problem to solve based on observations.
  • Identifying the people affected by the problem.
  • Framing the problem in a way that sparks creativity.
  • Exploring the importance of understanding user pain points.
  • Discussing why it's crucial to focus on the user's needs.
  • Identifying simple user pain points in familiar scenarios.
  • Introduction to brainstorming: Exploring as many ideas as possible.
  • Focusing on solutions that are realistic but still creative.
  • Sketching solutions.
  • Encouraging imagination through simple "What if?" questions.
  • Turning ideas into actionable solutions.
  • Selecting the most practical and creative solutions.
  • Basics of storytelling: Beginning, middle, and end.
  • Creating a character connected to their problem/solution.
  • Turning solutions into a fun, engaging story.
  • Understanding why storytelling is important in presenting ideas and solutions.
  • Introduction to prototypes
  • Using basic materials like paper, cardboard, and craft supplies to create simple prototypes.
  • Building a prototype based on the chosen solution.
  • Reviewing initial prototypes and discussing their functionality.
  • Refining prototypes by improving strength, usability, or aesthetics.
  • Comparing "before and after" versions.
  • Trying out the prototypes to see how well they work.
  • Gathering feedback from peers or teachers.
  • Making changes based on feedback.
  • Analyzing the prototype.
  • Presenting their prototype to the class.
  • Gathering feedback and reflecting on what they learned.
  • Celebrating everyone"s unique solutions and ideas.
Level 2

  • Exploring nature as a source of inspiration.
  • Identifying problems in nature and relating them to human challenges.
  • Introduction to biomimicry as a way to solve human problems.
  • Case Study: How Termites inspired eco-friendly buildings.
  • Defining real-world problems inspired by nature.
  • Understanding how nature has its way of solving problems.
  • Identifying the systems at play in nature.
  • Activity: Observing a beehive or ant colony for problem-solving patterns.
  • Introduction to biomimicry: Learning how nature solves problems
  • Exploring examples of biomimicry in design and technology.
  • Case Study: The Kingfisher Bird inspiring high-speed trains.
  • Exploring how animals solve problems.
  • Discussing how animal behavior and adaptations inspire creative solutions.
  • Case Study: How sharks" skin inspired the development of anti-bacterial surfaces.
  • Activity: Brainstorming based on the behavior of birds and spiders for solving problems.
  • Case Study: The Whale fin design inspires more efficient wind turbine blades.
  • Understanding how plants solve problems.
  • Discussing plant-inspired solutions.
  • Case Study: How lotus leaves inspired self-cleaning surfaces.
  • Activity: Ideating ideas based on how plants store water.
  • Understanding natural systems.
  • Learning how nature creates sustainable systems through balance and efficiency.
  • Case Study: How wetlands filter water naturally.
  • Activity: Discuss how nature"s waste recycling systems work and brainstorm ways to apply them to human cities.
  • Introduction to prototyping based on nature.
  • Using materials that mimic natural structures.
  • Activity: Building a simple bee-hive-inspired structure using cardboard to hold objects.
  • Case Study: How Bees" honeycomb structure inspired more efficient packaging.
  • Reviewing prototypes and refining them based on nature"s efficiency and functionality.
  • Discussing the details of natural structures and improving the design.
  • Case Study: How Gecko feet inspired adhesive materials.
  • Activity: Improving designs based on natural efficiency: Focus on adding more structure or stability to prototypes.
  • Simple testing: Trying out prototypes and evaluating their functionality.
  • Gathering feedback from peers or teachers.
  • Activity: Testing your prototype with classmates and receiving feedback to improve.
  • Presenting prototypes to the class and explaining how nature inspired the solution.
  • Reflecting on how biomimicry can be applied to solve everyday problems.
  • Gathering feedback and celebrating creative solutions.
  • Activity: Presenting nature-inspired prototypes and learning how others apply nature's solutions to problems.
Level 3

  • Observing and identifying problems in the environment.
  • Recognizing user needs and pain points.
  • Understanding how to frame problems.
  • How to ask the right questions to understand user needs.
  • Conducting interviews or surveys.
  • Mapping user pain points.
  • Breaking down complex problems into smaller parts.
  • Framing problems from multiple perspectives.
  • Introduction to problem-solving techniques like SCAMPER, Mind Mapping, and Lateral Thinking.
  • How these techniques can generate new perspectives and ideas.
  • Using reverse thinking to look at a problem from an opposite angle.
  • Applying forced connections to generate novel solutions.
  • Evaluating Ideas with the Impact-Effort Matrix
  • Taking on different personas to ideate from different perspectives.
  • Empathy mapping to explore the emotions and needs of users.
  • How to turn abstract ideas into tangible, simple prototypes.
  • Using basic materials to represent solutions.
  • Creating prototypes based on user feedback.
  • Learning the concept of User Experience (UX) in prototypes.
  • Testing prototypes with the target users to gather feedback.