Empathize
Students will launch the project through immersive art and game experiences, conduct user research with community partners, and create empathy artifacts that clarify real audience needs for their live action quest or reimagined art performance.
Days 1 - 3
๐Ÿง  Empathy Mapping & Interview Skills Lab
Knowledge/Skill Building
๐ŸŽจ Art & Adventure Immersion Day
Launch 75m
๐Ÿค Visionary Synchronization Session
Community Experience 75m
๐ŸŽค Community Partner Interviews
Community Experience 75m
๐Ÿ–ผ๏ธ Boomerang Day Experience Sketch
Deliverable
Define
Students will synthesize empathy research into clear design priorities and an actionable problem statement that guides their live action quest or reimagined art performance, grounding narrative and tool design decisions in authentic audience needs.
Days 4 - 6
๐Ÿง  Crafting Insight Statements from User Interviews
Knowledge/Skill Building
๐ŸŽฏ Writing a Human-Centered Problem Statement
Knowledge/Skill Building
๐Ÿ“ Defining Criteria & Constraints for the 3-Item Tool
Knowledge/Skill Building
๐Ÿงพ Design Brief Approval Checkpoint
Assessment 75m
Ideate
Students will generate, expand, and refine multiple creative concepts for their Live Action Quest or Reimagined Art Performance by using structured brainstorming, visual planning, and peer critique protocols. They will apply storytelling, design constraints, and audience needs to develop several viable concepts before selecting one direction to prototype in the next phase.
Days 7 - 10
No activities have been added to this phase yet.
Prototype
Students will build and refine testable prototypes of their Live Action Quest or Reimagined Art Performance, including functional 3-item tools, scripted scenes, and scaled exhibition layouts. Through structured feedback cycles with peers and community partners, they will document iterations, test constraints, and revise their designs in preparation for final user testing and presentation.
Days 11 - 15
No activities have been added to this phase yet.
Test/Present
Students will test their live-action quest or reimagined art performance with authentic users, refine their tool and exhibition booth based on feedback, and present their final work to families and community partners during Boomerang Day.
Days 16 - 20
No activities have been added to this phase yet.