Intensive Workshop Spring 2019

Instructor: Aj Jeff Hamilton
Email: Office: Building 8, Room 706 Office hours by appointment only Revision: A

Course Purpose

This course is an intensive, hands-on, problem-based learning module which will allow students to shape their own directions of inquiry while developing valuable life skills as researchers, designer/developers, and budding entrepreneurs.

The most valuable skill a young person could possess in the twenty-first century is the ability to learn, un-learn, and re-learn a variety of professional skills, cognitive flexibility. Organizations around the globe contend with the dynamics of a constantly changing world that is developing new technologies, products, and services faster than consumers can adapt. This is the pace of innovation and competition today. Whether a student wants to pursue a path of social innovation or a commercial career path they must possess the skills necessary to gather data, synthesize data, and turn this data in viable product or service concepts which are desired by their intended consumers. This begins with developing an empathetic understanding of their consumer/user group.

DESIGN THINKING begins with mixed methodology research, a combination of qualitative and quantitative methods will be used to investigate areas of interest selected by the students. Students will move from product category, to users and observational analysis into synthesis, concept generation, and concept testing, finishing with a final presentation (slide show).

Course Objectives

This course presents an introductory approach to DESIGN THINKING. Students who complete this course will be able to understand user/consumer groups, synthesize research into creative concepts and test those concepts in the marketplace.

  1. Engagement, this intensive fast-paced workshop is designed to create

an awareness of the twenty-first century professional. Engaged with their consumer groups, colleagues, and society as a whole

  1. Responsibility, students will work to further understand both

accountability and responsibility, how to put what might be emotional impulses aside for the greater good of their particular project.

  1. Confidence, once students go through the Design Thinking framework they will posses a new knowledge and experience greater confidence, the goal is to learn to embrace “failure” and accept it is a healthy part of the process
  2. Innovative, Design Thinking is a world recognized innovation

framework, this intensive hands-on workshop will walk students through the process in a step-by-step manner

  1. Reflective, students will work to develop an empathetic level

understanding of their users, understand their role as a team-member with their working group and end the workshop with a reflective practice exercise on all that has been practiced and learned

Course Description

Six ten-hour days make up this intensive hands-on problem based learning module where students will earn three college credits (Rangsit University) and develop as engaged, responsible, innovative, confident, reflective young adults.

Understand and empathize, is phase one where students learn mixed methodology research practices aimed to help them thrive in the competitive landscape.

Define and synthesize, helps students make sense of their research data and for the purpose of turning out meaningful creative concepts which could be products, services, marketing, or even socio-political campaigns.

Ideate and create, will give students professional level experience generating ideas, rating and ranking ideas, and down selecting ideas to meet the needs of their intended users

Prototype, students will learn how to quickly turn their ideas into simple concept models which can be tested for learning with their users

Test, a variety of methods for user testing, collecting feedback and refining prototypes into robust marketable solutions. Whether it is a physical or virtual product, a service, a marketing campaign, or a socio- political call to action your Design Thinking goals can be realized in this class

Numeric Analysis, communication, and information technology skills:

  • Email, shared cloud space, file organization
  • Basic concepts in quantitative and qualitative data
  • Calculations in developing appropriate product size
  • Geometric development considering form, light, and shadow

Teaching Methods

In this introductory PBL module students will participate in classroom lectures, students will make phase by phase working plans, present those plans in class to receive feedback then make necessary changes to their working plans. This class will be a combination of classroom working sessions as well as field research activities. Ajarn Jeff will work and travel with each student on at least one field research activity.


Course Date: 23rd - 28th March 2020


Students study together as one group. typically teams of 4-6

Students are divided into two sections: Life Style & Hardware


LIFE STYLE: Relates to technology platforms that are designed to improve the lives of its users, think GRAB, AIR BNB, LINE MAN, FOOD PANDA, etc.. These lifestyle platforms meet previously unmet needs thus enhancing the lives of those who use these services.

PRODUCT FOCUSED: you may have at one point in your life you thought could improve an existing product or wanted some sort of specific product which currently does not exist.  Consider the products you use in your everyday life and your hobbies. Is there a product you could make which would improve some aspect of your life as well as other people like yourself? We will craft some sort of prototype for you to test your product idea.

Admissions fees:
The course is one week and the students will receive credits from Rangsit University.

SBS Students (50% discount) SBS Students (Chiangmai) 50% discount External Candidates (Original Price)
SBS Students - 7, 500 per student. SBS Students - 7, 500 per student.

Additional Costs:

Flights (Return) 5, 000
Boarding x 7 5, 600
Dinner x 7 900

Total: 22, 000

External Candidates - 15, 000 per student