Reference no: EM133696191
Integrated Perspectives on Business Problems
Find a solution where people will be happy with any new adobe technology that will make their life easier.
Students, your mission is to collaboratively RE-IMAGINE the FUTURE OF LEARNING SPACES IN UNDERGRADUATE BUSINESS EDUCATION. There are four playing fields for you to explore:
1. A learning space purposefully designed for hybrid learning and teaching practices (mixing online and offline experiences)
A learning space design that includes the innovative utilisation of ADOBE Creative Campus Products and Services,
A learning space design that considers the current and future technology e.g. Generative Al, Serious Games
A learning space design that is sustainable, inclusive and accessible for all
Be as innovative as you can be - the possibilities are endless.
When you reimagine the future of learning spaces, it means designing meaningful and innovative learning and teaching (L&T) spaces that support Active, Authentic and Applied L&T practices for both students and educators in the light of hybrid learning and teaching pedagogy as well as benefiting all.
There are elements you must consider in your projects:
- Undergraduate Business Students and Educators at the Heart - think of learning spaces that will enhance their learning and teaching experience
RMIT's Education pedagogy (the triple A - Active, Authentic and Applied learning) The use of current and future technology e.g. Generative AI, Serious Games accelerators - we invite you to explore the potential that the newest tech developments have to offer in this space
Elevate learning and teaching practices by considering the creative use of ADOBE Creative Campus Products and Services in these learning spaces
Hybrid learning and teaching pedagogy - a mixture of online and offline student and educator experiences) as well as
A future learning space that is ethical, inclusive, and sustainable for the students and educators by designProgress Report
Sections
Cover Page
Table of Contents
Executive Summary
Aim/purpose of the report
What you explored
Findings/highlights
Conclusion
Introduction - Introduction to the report and its structure
Situation Analysis - Brief Introduction to the problem as indicated in the brief (including some important details from the brief)
Highlight the most important PESTLE issue(s), with references, that is/are most relevant to the context of this problem/opportunity (secondary research) based on your analysis in the A1.
Stakeholder analysis using Stakeholder mapping framework (secondary research), as synthesized from your A1
User Analysis - Who are the "users" who experience this problem/will be exposed to this opportunity? Choose and justify at least one (1) user/user group (secondary research) as the focus of A2 and A3 as chosen by your team
Create one (1) User Persona and Empathy Map for this one (1) main user, highlighting the pain points of the users
Problem Definition
Considering the user chosen above, and your secondary and primary research of their experience as well as problem reframing process, state the new and refined problem statement.
Provide at least one (1) refined i.e "how might we..." question relevant to the problem statement above
Solution - Research some solutions that have been developed by the Industry Partner or other stakeholders relevant to this issue to solve the problem/address the opportunity relevant to the above problem statement. What have/haven't worked? Why?
Consider the SCAMPER technique and ideate three (3) new potential innovation solutions to the "How might we..." question.
Evaluate each of the solutions using the Impact Effort matrix
Evaluate each solution against the Desirable, Viable and Feasible(DVF) measures and choose one (1) innovative solution
Briefly discuss relevant new CSR (Company Stakeholder Responsibility) and Intellectual Property Law issues relevant to your solution/innovation
Prototype and Testing Plan - Include a Low Fidelity Prototype of your solution (e.g. Sketching/Paper/Digital/Native prototyping) that will allow you to rapidly test and gain feedback from the users
Include a Test Card to show your plan to test your prototype
Implementation - Develop a Gantt Chart to show how the Industry Partner can implement this solution within a certain time frame
References: Harvard referencing technique
Assessment: The Pitch
The Video Pitch
Be creative in developing the professional pitch, because a pitch is not a presentation. Make sure that your pitch deck only consists of the following:
Welcome Slide (Cover Page): include the title of your proiect
Problem Statement and "How Might We" question: take your audience i.e. the executives
of the Industry Partner, on a journey of "understanding and empathising" with the User and
the problem that you have reframed
User Persona: Include a user persona here
Proposed Solution: so what is your proposed innovative solution to the above problem?
Justification of the proposed solution: using some of the tools and frameworks learned in
the course (impact Effort Matrix, Desirable, Viable and Feasible (DVF) measures, new
Company Stakeholder Responsibility discussions and IP Law considerations)
Prototype and Testing: show your Prototype and how you have tested it (Show some test
results)
Gantt Chart: How should the Industry Partner implement the solution within a defined time-,
frame?
Call to Action: include a clear "call to action" of how/in what ways you want the Industry
Partner to take action after you pitch your ideas
Notes:
Your pitch should be creative and emotive, unlike a presentation that is more descriptive and data-oriented.
Remember to inject the three (3) Es in your pitch i.e. Educating, Engaging and Entertaining, Emphasise your visuals rather than text. You might find some inspiration for 3E pitch style here (add L'oreal).