Exam #2 Flashcards

1
Q

Five phases of design thinking

A

Empathize
Define
Ideate
Prototype
Test

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2
Q

Empathize

A

Understand the people you are trying to help.

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3
Q

What is design thinking

A

Process used to solve societal challenges
Human (empathetic and culturally sensitive)
Encourages us to look at the marginalized

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4
Q

Define

A

Identify or define the biggest problem

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5
Q

Ideate

A

Brainstorm ideas

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6
Q

Prototype

A

First draft of the solution

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7
Q

Test

A

Test out the prototype with users and get feedback

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8
Q

Principal / rules of design thinking

A

The human rule
The ambiguity rule
The redesign rule
The tangibility rule

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9
Q

The human rule

A

Take time to consider context and culture - remember these are people

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10
Q

The ambiguity rule

A

There will always be unknowns

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11
Q

The redesign rule

A

Don’t redesign the wheel - add to or improve upon what has already been tried

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12
Q

The tangibility rule

A

Solution includes as many physical characteristics as possible

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13
Q

Convergent thinking

A

Logic and facts will culminate in one solution to the problem
Important during define and prototype phases

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14
Q

Divergent thinking

A

Creative brainstorming - the more solutions the better - includes failing and learning from failures
Important and empathizing in ideation phases.

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15
Q

Appreciative inquiry (A.I.)

A

5D Cycle:
Define
Discovery
Dream
Design
Destiny

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16
Q

Define

A

What is the problem

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17
Q

Discovery

A

What are the good things that are already in place (the best we have)

18
Q

Dream

A

What could be (brainstorming)

19
Q

Design (AI)

A

What should be

20
Q

Destiny

A

What will be (prototype)

21
Q

Constructionist principle

A

Words create worlds

22
Q

Simultaneity principle

A

Inquiry creates change

23
Q

Poetic principle

A

We can choose what we study

24
Q

Anticipatory principle

A

Images inspire action

25
Q

Positive principle

A

Positive questions lead to positive change

26
Q

Two similarities between design thinking and appreciative inquiry

A

Dream (AI) and Ideate stages (brainstorming)

Deliver (AI - goes back to discovery) and Test (relies on feedback). Both systems are cyclic.

27
Q

Two differences between design thinking and appreciative inquiry

A

Design thinking has a component of empathy and AI has a component of evaluating current assets.

28
Q

40 developmental assets

A

Children are motivated when we focus on the positives and their strengths

20 are internal/character assets

29
Q

Hills ABC x model

A

A - stressful event

B - resources

C - perceptions of “A”

X - outcome (crisis or adaptation)

30
Q

Critical for children resiliency and adaptation

A

Bronfenbrenner: somebody’s got to be crazy about that kid

31
Q

Emmy Werner study

A

Underweight slow to develop infants given good supportive Loving Care showed normal development by age 2

32
Q

Resiliency in adolescents

A

Enhancing protective factors and reducing risk factors strengthen coping skills and competency

33
Q

Learned optimism

A

An important protective factor that we can LEARN to have a more positive or optimistic outlook on life - it’s a skill.

34
Q

Common mistake when creating prevention and intervention programs for youth

A

Not including children and youth in the planning and creation of these programs

35
Q

Family traditions and rituals provide:

A

Predictability

Connection

Identity

Values

36
Q

Institutional family

A

Primary goal is stability and security

37
Q

Pluralistic family

A

There is no idea form for a family, families are flexible

38
Q

Psychological family

A

Nuclear family

Partners in raising children, gender role separate but equal

Emotional openness and connection

Effective communication

Individual achievements and happiness are emphasized

39
Q

Six characteristics of healthy communities

A

Village centers

Affordable housing

Centrally located schools

Public space

Alternative transportation

Green space

40
Q

Benefits of green space

A

In densely populated areas nature deficient disorder can be counteracted by creating green spaces

Increase social interaction

People spend more time outside

Preferred over hardscape settings

41
Q

Joseph Smith’s city of Zion

A

Everyone (even farmers) lived together in the city
Increased sociality
Entertainment
Protection
Civil service
Care for and learn from one another