Using a ‘Design Summit’ for Educational Prototyping
Abstract
1. Introduction
2. Literature Review: Adapting Design Sprints
Concurrent Prototyping
3. Context of Educational Prototyping
4. Methods
4.1. Design Summit Process
4.2. Stakeholders/Experts in a Design Summit
5. Case Study: Design Summit on Supporting High Ability (HA) Learners
5.1. Preparation Phase
5.2. Focused Definition/Problem Exploration Phase
- Student feedback or feedback improvement.
- Planning for differentiation.
- Challenging/extending HA students.
- Building school-wide practices.
- Remote learning experiences.
- Experience in teaching in HA, confidence of teachers.
- Stereotypes that HA students are well behaved (this is not true).
- Teachers are willing but need knowledge and consistency.
- Staff are allocated to subjects they have not taught.
5.3. Concurrent Prototyping in a Design Summit
- Are interactive and encourage active participation and provide agency for participants in determining the outcome.
- Provide opportunities to see the invisible (such as the reasoning by students as part of their thinking process).
- Require disassociation of personal identity to avoid risk to professional reputation and student identifiability/wellbeing.
- Explore the contextualized need to support a diverse range of high-ability students, across a range of disciplines, at various stages of learning [27].
- Can be used as a stand-alone resource, integrated with the other forms of teaching resource, and employed during Hyflex teaching practices where some participants are physically present while others joining synchronously online from across the state.
5.3.1. Prototype Build One: Choose Your Own Adventure in VR
5.3.2. Prototype Evaluate/Test One: Choose Your Own Adventure in VR
5.3.3. Prototype Build Two: Student Profiling
5.3.4. Prototype Evaluate/Test Two: Student Profiling
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Preparation Phase begins the design summit process, preparing the team and engaging with stakeholders to ensure the problem exploration phase has sufficient detail to enable all involved to understand the problem and produces a focused definition [9]. | Understanding context and planning enables the project team to help define a clear purpose/goal for conducting a design summit. This includes understanding and iterating in-depth the context to be explored by a wider group of stakeholders in the action phase [9]. Planning for the action phase will also be conducted, such as recruiting participants (see Table 2) and managing various summit logistics. Communicating with stakeholders early in the process is critical to promote engagement [8] across the design summit phases and stages of prototyping. |
Focused Definition/Problem Exploration Phase is a activity conducted on one day, around 3 to 5 h, dedicated towards understanding, exploring and iterating ways in which project outcomes can be best supported through diverse stakeholder position [5]. Within this focused phase critical discussions are required, with the notion of failure of ideas accepted. | Understanding the problem finds all stakeholders brought together to thoroughly understand the project through the provision of contextual information to start the design summit. Understanding the problem helps with concept development [9]. Understanding the problem, domain can take 30 min to 1 h and include interactive activities. |
Defining the problem asks participants to consider multiple perspectives before proposing a problem statement, using various provocations to explore the problem space. Structured interrogation strategies are employed to generate collaborative discussion. Probing the problem beyond understanding will enable the various stakeholders involved to bring in multiple viewpoints, providing opportunity to address a problem with a solution that was not expected and offering opportunities for early prototyping efforts [22]. A clear problem statement in relation to the problem domain allows for ideation to occur towards a solution suitable for the context. Defining the problem domain can take 30 min to 1 h and include interactive activities. | |
Ideate ways to address the problem asks stakeholders to propose many ideas regarding possible solutions to the problem statement that can be prototyped in the next phase. During ideation, participants are asked to remove any limits on ideas, with divergent ideas encouraged. As the summit progresses, proposed ideas can be grouped, generating a list [13]. Stakeholders are asked to make difficult decisions about what prototyping ideas should be taken forward to address the problem [8]. Ideating the problem can take 30 min to 1 h and include interactive activities. | |
Concurrent Prototyping/Product Iteration Phase is a multiple-month long iterative development process to explore prototype ideas as defined in the focused phase. A build and test cycle occurs [9], conducted in a concurrent fashion, with outcomes from one build informing future solutions but also providing opportunity for new build/test cycles. Ultimately a product will be ‘deployed’ for use in the project. | Iterative development will engage the project team to build prototype solutions for the problem, using prototyping ideas as listed at the end of the focused phase. Prototyping may suit multiple deployment contexts, meaning multiple prototypes are developed concurrently, testing in context, over a period of one to six months [26]. Concurrent product iteration allows for frequent testing with testing outcomes critically informing further development. This is an opportunity to explore multiple ways in which to support the problem [7]. Various stakeholders (Table 2) are engaged throughout to test/evaluate prototype outcomes. Through iteration these stakeholders utilize product outcomes, often in context, to determine viability of prototyping towards the earlier defined problem [9]. After iteration, product development will conclude with a prototype that can be deployed to meet project outcomes. |
Stakeholder Role | Contribution to Role |
---|---|
Technologist | Design, prototyping, creativity |
Interaction designer | Design, usability |
Project manager | Vision, leadership |
Expert: Practitioner | Domain knowledge, experience |
Expert: Specialist | Domain knowledge, creativity, leadership |
Decision makers | Vision, design |
Project team member | Analysis, strategy, planning |
Moderator | Activity facilitator, note taker, meeting management |
Client | Project expectations, testing, deployment mechanisms |
Evaluator | Experience, testing critical thinking |
Expert: End-user | Domain experience, testing, deployment |
Role | Number of Stakeholders |
---|---|
Project manager | 1 |
Project team members | 7 |
Technologist | 1 |
Interaction designers | 2 |
Role | Number of Stakeholders |
---|---|
Project manager | 1 |
Project team members | 7 |
Expert: Practitioner | 9 |
Expert: Specialist | 1 |
Expert: End users | 15 |
Decision makers | 2 |
Moderator | 2 |
Identifying the Problem | Number of Comments | General Themes from Discussion |
---|---|---|
Teachers don’t feel equipped to recognise, plan for and teach HA students. | 10 | Agreement with problem statement Difference in school approaches evident Need to understand the efficacy of current approaches |
What is contributing to the problem/working well/what can be done better? | 25 | Data, capacity and time contribute to the problem Some current programs are working well, particularly when supported by leadership Need for more resources and better understanding across the school. |
Ideation Challenge Question | Ideas Proposed by Participants |
---|---|
How do you find out what you don’t know about the need for HA students/How can we identify HA students? | 8 |
How can we effectively and creatively address the diverse cultural backgrounds of students in the HA context? | 13 |
How could you create an environment that encourages HA students to develop as learners, using multiple ways of being a ‘learner’? | 12 |
What teaching strategies and practices should be used to support HA teaching and learning (including technology)? | 22 |
How would you build an environment to support/value HA? | 19 |
How would you foster creative and inferential thinking? | 17 |
How would you support holistic growth in HA students (particularly social competence, motivation, emotional resilience)? | 19 |
If you had to present a scenario to show HA practice, how would you do this (and what would be involved)? | 17 |
Role | Number of Stakeholders |
---|---|
Project manager | 1 |
Project team members | 7 |
Technologist | 1 |
Interaction designers | 2 |
Expert: End users | 12 |
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Bangay, S.; McKenzie, S.; Wood-Bradley, G.; Nicholas, M. Using a ‘Design Summit’ for Educational Prototyping. Electronics 2025, 14, 3465. https://doi.org/10.3390/electronics14173465
Bangay S, McKenzie S, Wood-Bradley G, Nicholas M. Using a ‘Design Summit’ for Educational Prototyping. Electronics. 2025; 14(17):3465. https://doi.org/10.3390/electronics14173465
Chicago/Turabian StyleBangay, Shaun, Sophie McKenzie, Guy Wood-Bradley, and Maria Nicholas. 2025. "Using a ‘Design Summit’ for Educational Prototyping" Electronics 14, no. 17: 3465. https://doi.org/10.3390/electronics14173465
APA StyleBangay, S., McKenzie, S., Wood-Bradley, G., & Nicholas, M. (2025). Using a ‘Design Summit’ for Educational Prototyping. Electronics, 14(17), 3465. https://doi.org/10.3390/electronics14173465