On the 13th May 2014, 56 stakeholders from across education, business and advice services came together to take part in a three day ASE DesignShop to plan an environment for careers exploration that will inform and change perceptions and behaviours of students, parents, educators and employers. To set the tone and start people thinking about the event we began a twitter campaign before the event by asking a few questions including...
Thorough preparation for the event included designing and setting the environment, writing the work assignments, preparing the inputs and presentations, selecting the acoustics, creating the theme and branding as well as creating an experience to help the participants think about the work in a different way. The time-lapse video below gives you an insight into how we built an experience allowing participants to approach the problem from another perspective...
The energy before the event began was palpable and that was evident in the engagement on social media. This excitement was fuelled by an experiential start that spoke about the Age of Exploration and the risk that came with not having the right navigational tools.
The participants began by understanding more about the background and context of the Good Careers Guide Environment, the potential platform and the stakeholder research that had been completed. In the debrief discussing key learnings it was agreed that students need to be at the heart of this environment.
This was followed by an exploration and creation of a 'common language', under particular contention were the terms of 'career' and 'job'. To ensure everyone agreed with the terms, 'Yes' and 'Wait' cards were used to enable debate on the definitions being provided.
With an understanding of the language being used the participants went to work on exploring the gap between the perceived current state and the desired future state of careers advice in the UK. They looked at the problem from a number of different perspectives including students, delivery providers, educators, parents, employers and influencers. To articulate the gap we asked the participants to brush off their arts and crafts skills and create a poster that shows the difference between now and a brighter future.
Having identified the gaps the Good Careers Guide Environment needs to fill, the participants were given the opportunity to explore a number of topics and consider how they might help the creation of a Good Careers Guide. The topics included; gamification, sticky ideas, pattern vs process, design thinking, systems thinking and learning from others. The participants took part in a conversation to discuss the various benefits and challenges that each approach provided. Some of the key points discussed were around the importance of simplicity and empathy with a good debate about the definition of gamification thrown in.