In our inaugural year, participants are challenged to design an app or game to improve the high school student experience. Some 'issues to address' may include student engagement, lunch, teacher engagement or teacher-student information sharing.
Our Mission
We strive to encourage and inspire entrepreneurship by providing a platform for students to question the world around them, identify and research problems and design human-centered solutions. We prepare students to make a difference by giving them the skills they need to address real-world problems through research, planning, and communication.
Design Thinking is a way to think about and solve problems. Most Design Thinkers refer to the 5 Stages of Design Thinking by Stanford’s d.school: Empathize, Define (the problem), Ideate, Prototype and Test.
Empathize
Designing an effective and appealing product starts with a deeper understanding of the people you are designing for. That means gaining empathy for that person - the ability to understand and share the feelings of that person.
Your goal is to gain insights into your target user by understanding their needs, thoughts, emotions and motivations. The good news is that you have a wide range of methods at your command for learning more about people:
For you to truly empathize with target users, you should try to adopt the mindset of a beginner. Why assume a beginner's mindset?
We humans all have our own assumptions and beliefs that we carry around, every day. Your life experiences sculpt your beliefs and assumptions and helps you to make sense of the world. However, this affects your ability to empathize with the people we observe.
To empathize do your best to leave your own assumptions and experiences behind when making observations. Below are some tips on how to assume a beginner’s mindset from Stanford’s d.school:
Don’t judge. Just observe and engage users without the influence of value judgments upon their actions, circumstances, decisions, or “issues.”
Question everything. Even (and especially) the things you think you already understand. Ask questions to learn about how the user perceives the world. Think about a 5-year-old who asks “Why?” a hundred times.
Be truly curious. Strive to assume a posture of wonder and curiosity, especially in circumstances that seem either familiar or frightening.
Find patterns. Look for interesting threads and themes that emerge across interactions with users.
Listen. Really. Lose your agenda and let the scene soak into your psyche. Absorb what users say to you, and how they say it, without thinking about the next thing you’re going to say.
In this stage, analyze your data from the empathize stage and define the problem you want to solve.
A great definition of your problem will be able to guide you and give you a clearer, more focused approach to the next stages.
The goal of the Define mode is to craft a meaningful and actionable problem statement. This is otherwise known as a the POV (point-of-view) of your target user.
During your research, you might uncover some insights and problems, however, it is critical to "frame the right problem to create the right solution."
To interpret results, use methods like space saturating, empathy mapping, and laddering questions:
Space saturating, or grouping, is exactly what it sounds like: saturate a space. Bring all your findings into one place to create a collage of interviews and ideas. From there, it will be easier to draw connections between the individual observations and help to both develop deeper insights and define the problem(s).
Design Thinking is a way to think about and solve problems. Most Design Thinkers refer to the 5 Stages of Design Thinking by Stanford’s d.school: Empathize, Define (the problem), Ideate, Prototype and Test.
Ideate
The main goal of ideation is to develop innovative ideas to solve the problem you defined in the HEAR Phase.
The technique you use to generate ideas to your solution doesn't really matter, it's about getting to a process that works.
We will cover a few of the more popular ideation and brainstorming methods below (click on the menu below). Regardless of the method, being an "Active Facilitator" is critical to a successful ideation session, so review that first.
Brainstorming is one of the primary methods used during the Ideation stage.
It is a greate way to generate ideas and get the collective thinking of the group.
While brainstorming, group members are tasked to focus on one problem at a time, generate at many ideas as possible, build on each other's ideas and narrow down all the ideas into one grand solution.
Below is a list of best practices from the Interaction Design Foundation and Stanford's d.school.
Set a time limit.
Start with a problem statement, point of view or goal to focus on the topic.
Start with a problem statement, point of view or goal to focus on the topic.
The video below by Cleveland Clinic is from the perspective of people that are in a hospital - patients and staff.
Tom Kelley, a pioneer and leader in Design Thinking, talks about the importance of observing target users in their own environment and how much of an impact insights can have on design and the bottom line.
Prototype
Once you agree on one solution (after you ideate-brainstorm), it's time to start building it, also known as prototyping.
For this challenge, students are encouraged to demonstrate how the app is going to work, step-by-step, screen-by-screen. This can be done by showing screen shots or wireframes of the app.
Students are not required to code the app, however, they are welcome to do so. For students that are not comfortable coding, using a drag-and-drop solution like webflow or other wireframing tools is recommended.
The Process
We encourage utilizing Design Thinking - a human-centered design approach to solving problems:
Empathize and Define.
Brainstorm and Prototype.
Plan and Pitch (Submit)
Challenge Timeline
All the dates you need to know!
January 7th, 2019
Challenge Launch
Launch Party in the AHS Library during H-Block!
April 13th, 2019
Preliminary Pitches and LEAN Plan Due
Write your LEAN Business Plan
Prepare a pitch outline.
Upload your 5-minute pitch to YouTube
Submit your LEAN Business Plan and link to video.
April 20th, 2019
Final Presenters Announced
Final Qualifiers will be notified by email.
April 29thth, 2019
Final Demo Pitch and Prototype Due
Prototype your idea
Prepare your Open House Presentation
Upload your 5-minute demo pitch to YouTube
Submit your Final Business Plan and link to video.
Top 10 ideas are selected for Final Event.
May 3rd, 2019
Final Event
The Final 10 groups will present their ideas - Open House style. There will also be an awards ceremony and guest speaker!
The official launch is during H2 on January 7th, 2019. During the launch, we will explain the competition in further detail, including the rules, judging, and how to submit ideas.
No! It’s completely fine if you have no experience! This competition is designed for all students, regardless of their previous experience. To help first-timers, we will be offering workshops throughout the duration of the competition for anyone who wants to learn effective entrepreneurship strategies, so be sure to stop by if you need any help!
It depends on how you plan to approach it. You can see the competition deadlines and requirements far in advance in the challenge timeline, and they are scheduled in a way that should give all teams enough time to complete each task while also being able to manage school work and other responsibilities.
The Andover Entrepreneurship Forum serves as a great opportunity for AHS students to bring their ideas to our administration, and your idea could be put into effect! If that doesn’t entice you, we also offer prizes for the 1st, 2nd, and 3rd place winners.
Cathy is a senior at Andover High School. She is a member of the Andover Robotics Club and is a co-president of the Andover BioBuilder Club. Her team has published research in the Biotreks journal. In her free time, Cathy volunteers with kids and horses at the Ironstone Farms. She also works at 1st Vision, a machine vision business. In college, she plans on majoring in mechanical engineering.
Ruiying is a senior at Andover High School. She is highly active in STEM activities. She is a member of the Andover High School Robotics Club on Team Hailstorm. She coaches a middle robotics team at the Andover Youth Center. At the youth center, she is a part of STEM projects like the weeklong robotics course during February and April break, the creation of a summer course, and trying to make having an Andover FRC team a reality. She plans to have a career in the STEM field.
Michael Garofalo is a junior at Andover High School. He participates in a lot of activities at Andover High School, such as football, entrepreneurship club, current events club, and deca club. Outside of school, he enjoys playing sports, playing video games, volunteering and helps his grandfather with his taxi medallions and finding real estate for him. He plans to major in management when he goes to college.
Daniel Ivanovich is a sophomore at Andover High School. A full stack developer and a long-time fan of Shark Tank, he is the lead designer of this site. He is also the lead autonomous programmer for Thunder, one of the Andover Robotics Club's teams, where he also spends time modeling and printing custom 3D parts. Outside of school, he enjoys skiing, playing soccer, running, and sleeping for extended periods of time. In college, Daniel plans to major in computer science and electrical engineering.
Meera is a sophomore at Andover High School. Along with starting the Andover Entrepreneurship Forum, she is the Treasurer of Student Government and co-founded the Girls’ Coding Club. She enjoys archery and loves to bike in her free time.
Jeremy is a senior at Andover High School. He is involved with multiple activities at AHS, including Entrepreneurship Club, Student Ambassadors, and lacrosse, as well as being the President and Co-founder of Current Events Club. Jeremy is interested in studying finance and accounting in college. Outside of school, he enjoys volunteering with children, fishing, and playing sports.
Michael is a sophomore at Andover High School who specializes in the relationship between human and machine. He is a significant member of the Robotics Club, a regular competitor in the Math Team, and a leading participant of the Computer Fusion Club. He is knowledgeable in numerous fields of computer science and software engineering, from responsive web development to big O notation. He helps maintain this very website and founded PreMatch with Daniel Ivanovich. His primary extracurricular interests include golfing, general aviation, and transportation engineering.
Lekhya is a senior at Andover High School. Outside of Andover Entrepreneurship, she is involved in science team, math team, computer fusion, philosophy club, recycling club, and environmental club. She also plays piano and can often be found browsing the school library or reading random articles online. She plans to pursue a career in medicine.
Adiba is a senior at Andover High School. She has been involved in Entrepreneurship Club since sophomore year. She is a member of the Andover Robotics Club and Andover BioBuilder Club. Outside of clubs, she spends her time tutoring elementary school students and volunteering at a local soup kitchen. In the future, she hopes to pursue a career in biochemistry and is especially interested in forensics.