The World according to UX - a bold mindset for aspiring UX Designers | Hyper Island | Skillshare

Playback Speed


  • 0.5x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 2x

The World according to UX - a bold mindset for aspiring UX Designers

teacher avatar Hyper Island, Hyper Island program director

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

8 Lessons (41m)
    • 1. Trailer & Introduction

      2:08
    • 2. The Square and the Tower

      4:57
    • 3. Cynefin Framework

      6:01
    • 4. Exponential growth

      5:02
    • 5. The Immune System

      7:12
    • 6. The 6Ds

      6:11
    • 7. Start with Why

      4:47
    • 8. Conclusion

      5:06
  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels
  • Beg/Int level
  • Int/Adv level

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

209

Students

--

Projects

About This Class

This class is for you who considers to start a career as an UX Designer. But even if you already work in the field of UX/UI design the presented thought models in this class will bring you new perspectives and inspiration for your daily challenges.

The world is changing in an ever faster pace due to digitalisation and globalisation. This leads to friction in our social and political landscapes.
The digital age brings great wealth, freedom and power to millions of people - but not yet in an evenly distributed fashion.

The underlying premise of this class is that a UX Designer’s main purpose is to fix that distribution problem by designing products and services that will be used by more people sooner.
To be able to do so a UX Designer has to gain a deep understanding of how digitalisation impacts our societies so you can make more enlightened decisions for creating digital tools and services that will help to solve our global grand challenges. We chose to call this type of UX Designer an exponentially minded one.

With this Hyper Island class you will learn to understand:

  • How digital driven networks challenge hierarchical power structures.
  • How to predict the exponential development of digital technologies.
  • How to implement innovation initiatives in organizations.
  • Why the ability to act even though the outcome is unclear is a scarcely available skillset.

To help you get started to become an exponentially minded User Experience Designer we provide a learning planning tool in the project section. To get coaching and feedback on your planning tool join the nascent HIX learning community on Discord.

If you want to know more about our campus based UX Designer program visit Hyper Island.

Teachers: Fee Walker & Jörg Teichgraeber
Script: Fredrik Andrén, Sebastian Sjöberg, 10xLabs
Student assistants & post-production: Ahmad Abu Azza, Filip Forsberg, Monika Saric Boricic, Victoria Wikström
Music chapters: Matti Nilsson
Music introduction and conclusion:
David Cutter @dcuttermusic

Meet Your Teacher

Teacher Profile Image

Hyper Island

Hyper Island program director

Teacher

Hyper Island is a school that for more than twenty years has relied on an educational principle that is very different from most colleges. We do not have teachers or standardised tests. We do not believe in grades and we value practical real-world learning above theoretical knowledge.
We expand upon it by designing our educational content to be best enjoyed by making your own learning experience out of the raw materials we provide. This takes many forms, but all have in common that we try to make our teachings into things you must build, move, play with or actively respond to. That is why our Skillshare classes are presented through the medium of playable board games. When we are successful, it adds an inherent dimension of discovery and tactility to a learning experience that other... See full profile

Class Ratings

Expectations Met?
  • Exceeded!
    0%
  • Yes
    0%
  • Somewhat
    0%
  • Not really
    0%
Reviews Archive

In October 2018, we updated our review system to improve the way we collect feedback. Below are the reviews written before that update.

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Trailer & Introduction: My name is your work and I am program director atop Island and the producer of the class the world According Teoh. Use experience, design on skills The world is changing and they ever faster pace due to digitalization and globally. Sitch. This leads to friction in our social and political landscapes. Sure, digitalization has brought us great wealth and power and freedom to millions of people, but not yet in a evenly distributed fashion. I believe the main purpose off a UX designer is to fix that distribution problem by designing mawr products and services that will be used by more people sooner. With this class, you will learn to understand how digital driven networks challenge hierarchical power structures, and you will get tools that will help you to predict the exponential development off technologies and how to implement innovation strategies in organizations. After studying our class, you will have gained intentional knowledge about why the ability to aet is a scarcely available skills. It and why you needed to make more enlightened decisions for creating digital solutions that will help to solve our global grand challenges. But theoretical knowledge is not enough to become an exponentially minded UX designer. It requires serious effort and consistency in your own experimentation and reflection to help you map out your own learning journey to becoming exponentially minded. UX designer. We provide a planning tool and feedback in the crochet, so welcome to this first hyper island class on skill share dot com The World according to U Ex 2. The Square and the Tower: Chapter one, The Square and the Tower. Why is everything getting more chaotic? We'll explore the answer to this question by looking at how we used to live in stable but hierarchical societies, whereas now we are increasingly connected through different networks. True, and finding the perfect metaphor is an important skill for a UX designer, a metaphor to explain abstract things right, and we found that knife. Ferguson does just that. With his 2018 book The Square and the Tower, he paints a picture where society has increasing amounts of networks or squares on. These networks are more closely into connected and related. Therefore, the people within the networks have increasing access to information on means of expression . The recent past, he argues, was a time of dominating hierarchies, the provided stability at the cost of individual freedom. This world of towers started to become undone by the end of the Cold War and with the birth of the Internet. If we use this metaphor as a lens, we can look around our society and see that many towers have either fallen or are starting to crumble. Networks powered for the first time in history by digital plutonium have given rise to movements and revolutions that wreak havoc upon the status quo for good, bad and everything in between the results of birth the Brexit referendum on the 2016 US presidential election may be seen as examples of how networks are toppling the established order. The impact on the spread off the me too movement on the Arab spring Show how the power of the square Kenbrell down mighty towers. So if we accept Ferguson's concept that we currently live in age of highly connected networks, we run into a problem. Most people and most organizations ourselves and the school included, were born and shaped during the recent hierarchical. Our personalities, beliefs and structures have been shaped by what used to be true. Though the landscape has changed drastically, we have 1/20 century mindset in a 21st century reality nation. States foremost among towers are vulnerable to attack by networks. Ideas of every kind can now travel almost instantly along the interconnected squares, touching millions of people in an instant. It is as if humanity, in more or less 20 years, has gained a central nervous system. This has changed our global culture and will continue to do so. The age of networks has brought great freedom, wealth and power to millions of people, but not in an evenly distributed fashion. The purpose that we work towards is to fix the distribution problem by designing products and services that will be used by more people sooner. Niall Ferguson's book provides a great thought model for understanding where a lot of our current friction comes from. In the squares, digital technologies are quickly picked up on are being used in a myriad of ways, never even thought off by their creators. Among the towers that still stand on upon which millions of us rely, adoption is slower on older concepts still reign supreme. If we build better interfaces that could function as bridges between the tower and the square, we could achieve more harmony. Unlike Ferguson, were Type Island do not dissent into cynicism. In the face of our networked age, we stay pragmatically optimistic and believe that the rise off the crowd at the expense off the hierarchies will also bring the best ideas that humanity can offer. So a UX designer most the difference between square and the tower on who understands the friction between them can build solutions that bridge the gap 3. Cynefin Framework: Hello and welcome back, Chapter two, the connection framework. Things are changing as always, but the pace is not slowing them. Right now, we are in the midst off what we call the age of digitalization. This resembles in many ways, the industrial revolution from the 19th century on. But we can learn a lot if we can develop a good understanding of what that entailed. So how does the connection framework work? The connection framework states that up until the point in time when the industrial revolution changed everything, the challenges that we faced in our everyday life was simple in their nature, not simple in the way that it wasn't a challenging time to live in because it waas but simple in the sense that you woke up every day and solve the same challenges in the same way on the likelihood waas that you would wake up and solve the same challenges again the following day, as industrialization became a thing, we also introduced complicated problems to the mix. These are challenges that required you to analyze the situation and preferably choose one of many available solutions based on the preferred outcome. The more theoretical knowledge and experience, you have the better equipped you are to take on such challenges, Andi. As a result, ah, higher value was attached to your work by the society. This is why theoretical knowledge has been the salt after competence for the last 150 years of. So you want to chop at better Chuck. Then you make sure that you get more theoretical knowledge and the paper that shows that you have attained that knowledge. This piece of paper validates that you as an individual have acquired the same knowledge as any other person who also has this a similar piece of paper and therefore you are also capable of providing the same ancestor questions or solutions to problems, as all the other people who also have that same piece of paper is you. It's a highly effective system for making this large amount of people capable off addressing these complicated problems. Answers have been discussed resource, and we paid a lot to get access to them. To be a bearer of knowledge has beena shoe path to success. Nowadays, with companies like Google, answers are available in abundance. It's not that theoretical knowledge. It's not longer important, but it's not longer Scots. What is the scarce resource now, if it is no longer education? Before we answer that question, we need to understand the definition off the challenge. We face it if what we used to face were simple challenges. And now we also have introduced complicated problems to the mix than what kind of challenges will digitalization interviews? Thea answer is complex challenges. So what is a complex challenge? The most important difference between the complicated challenges that we have become experts facing on the complex ones are that due to the high level of complexity, we are not able, regardless of how much theoretical education, we have to predict the outcome of a particular solution. We must instead test all potential solutions one at a time and in doing so, identify the outcomes off each potential solution. So, for example, imagine the following a silver plate and a glass of what you take the glass and pour a couple of drops of water onto the surface. The's drops were scattered into a pattern, and then we still you mark the position off these drops and then wiped the plate dry, take the same glass, and to the extent of your capability. You pour the same amount of water from the same height in the same place off the plate idea to promise you that the result with other words the pattern will not be identical to the first poor, even though with all our theoretical confidence, we apply a solution that for us is identical each and every time. Digitalization has added this level of complexity, and we're faced with a new type of challenge. The problem occurs when were unable to identify or recognize that the challenges we're dealing with are complex. This does not allow for testing and experimentation, but rather comes with the expectation that someone must use their theoretical knowledge to correctly predict the outcome. And until someone gives us a prediction they're confident in, we choose not to act. So this prevents us from taking on these new and important challenges because we see them as something that they are not. So how is this related to UX design? The new resource that is currently scarce but which will soon become sort after, is the ability to act even though the outcome may be unclear. So when you faced with a complex challenge, You have to be able to identify the kind of challenge and then act accordingly and build a space for testing. And experimentation was continuing to solve the complicated problems using the processes that have been refined over the past 150 years. This is our hyper islands definition, often individual, that will be very sort after in almost every organisation and industries. 4. Exponential growth: Hello one. Welcome back. This chapter is called Exponential Growth. When things go from analog to digital, things happen right? They sure do. In his 2014 bestseller, Bold, Peter Diamandis outlines the difference between incremental and exponential growth. The former is predictable and intuitive for us to understand the latter. On the other hand, although is predictable. Is upsetting Lee counterintuitive for our poor human brains. What all technology does over time is to make things that were scarce, expensive and difficult to use become abundant, cheap and easy to handle. This type of steady improvement is how we built our civilizations. Up until very recently, each new generation of people built upon the accomplishments of the last and improved their tools. Little by little, the rate of change was incremental, meaning that our technology got a few percent better every few years in a manner that was easy to calculate. And to predict this pace is in tune with how we, as a species, have been programmed by evolution to understand the world around us in nature. Exponential growth, accused among bacteria within technology, this pattern was first observed in the 1900 sixties by the legendary leader of process of maker Intel, Gordon Moore. He noticed how this company was able to manufacture a new generation of processes that was twice as effective as the last one every 18 months. Repeatedly, new processes meant better computers whose improved capability was used to decide even better processes. This became known as Moore's Law, and it has continued unabated until the present time. Exponential growth is we Are you counterintuitive? This was illustrated by the invention off the digital camera in 1975 an engineer by the name of Steven Sassen. But Kodak designed the first ever digital camera. It was a bulky beast of a machine on a abysmally bad when compared to the highly refined analog cameras at the time. This new type of device would require massive investments before anyone would buy it, and it was just not feasible. Sassen famously calculated that the components required to make a competitive digital camera would not be available at an affordable price until roughly the year 2005. Kodak took the device they made, filed a patent and put it in a vault, and continued to make money selling analog film for another three decades by the time the iPhone arrived in 2007 and shortly there after instagram, it waas too late for the Titan of analog film to compete in this new marketplace with his original digital camera. It is hard to make decisions based on exponential growth, since we're all born with an incremental mindset. It requires active mental effort andan approach to decision making that is data driven rather than being based on gut feelings, we believe, in order to contribute to solving the world's most pressing grand challenges, we need to not only engineer better products that bring us closer to a sustainable future, but we need to design the experience of using these products and services in such a fashion makes them delightfully contagious to use and share. If the engineer provides the better solutions than the UX designer provides the glue that makes it stick to a vast number of users, we may invent as many fantastically futuristic devices as we wish. However, if the vast majority of potential users choose not to adopt them, then our efforts will have been all but wasted. Our global society and planet no only requires better solutions, but also for people to want, use and handle these unfamiliar things on a massive scale. And this is why we need exponentially minded user experience. Designers, No. 5. The Immune System: check before the immune system. As the boat is changing at a faster and faster pace, organizations have to be capable off adapting to these changes. Yes, so I'm delivering the boss. Change itself is not appreciated. And if it were up to us to decide, we would much prefer to choose a life where things are not constantly changing but where the world we live in looks much the same when we die, as it did when we were born. Assuming, of course, that it was a good life. However, it is not within our power to make such decisions, and if the world is changing at such a fast pace, then we need to change with it. This is true for organizations as much as it is for individuals, in fact, maybe even more so. But we all know that organization change. It's a hassle and very seldom yield the expected results. In a worst case scenario, it can just make things worse to add to the complexity. If too many attempts off changing the organizations are made, then there's a risk that the people involved and affected by these changes are getting somehow in you instead of adapting to these changes. They go back to what they used to do as they feel confident in performing these tasks. They lose trust in the believe that the new organization actually will be around for long enough to really matter in other ways. We have to change, but we have few chances to get it right, and we don't know what we should change into. As we're faced with new kinds of challenges that we don't fully understand, remember the connection framework that doesn't really get one's hopes up, does it? But it's not all do mingling. There's a tool that we highly recommend when faced with the need for radical change. Within the organization is the idea that every organization has an immune system. What that means is that there is a natural resistance to change. This immune system is made up by the synthesis off all the beliefs and legacies that exists within a given group, company or organization. It's the things that we hold for granted, or how we may perceive that things have always been done around you, certain things that we allow ourselves to choke about and others that are seen as taboo. It has been stated that this issue to our genetic programming, which was set a long, long time ago and hasn't changed much since. This programming fosters a collective behavior aimed at creating harmony within a social group. In general, people automatically strive to what's retaining the balance that exists within the culture that they currently get. This is one reason why change and especially big organizational changes that affect the entire group, are rarely embraced with warmth and often resisted at length. Change triggers the cultural immune system on a new idea tends to be attacked as if it were an alien virus under the onslaught of antibodies inside a biological organism. This metaphor states that the cultural immune system is likely to have a knee jerk reaction to suffocate any new ideas that have presented in order to preserve the internal status quo . The question then becomes, How do you incubate new ideas within existing groups of people? One answer, and one that we often advocate, is to deploy your change initiative on the outermost periphery off your organization way out there, whether it's no natural inhabitants with pre defined idea of culture, create a new place in the organization structure a Sevele as geographically and populated with individuals whom you have identified as being capable off, or maybe even positive to change. They do exist, and if given the opportunity, will become key. Resource is in a journey off changing the culture within the already set environment. We call this place a satellite. It's a place dedicated to change, and that's orbiting the larger company. The immune system is strongest at the metaphorical core, off the organization and weakest at its edges. Thus, this satellite doesn't have to face the full force off this immune system, as there are very few who even gives a damn about what is happening out there on the fringes. Out here in the satellite, you place your ideas that you know wouldn't make it in the core thing, ideas that you believe would be dismissed and maybe even ridiculed if brought out into the light, where the culture is the strongest as long as it is not killed prematurely just because it is different. Making such a satellite come into being is no small feat, though, and you will need executive blessing for it when the antibodies eventually do start looking your way there needs to be a small moat built by the boss that protects your idea from the first attack. Your idea. Maybe an incorrect idea. It most probably is. But even an incorrect idea brings value to an organization as long as it is allowed to be disproved with data and experimentation rather than falling victim to a culture dead set on resisting the unknown. Once the modus conquer it on the moon system is starting to invade the satellite, it's important that tangible results can be displayed. Now it's time to invite these perceived Attackers into the satellite and show them what's really going on. Show them results, data end, if you're lucky and idea that seemed impossible that, when proved once tested, actually could work. The big difference now is that instead of having opinions against culture, you have data against culture. You can show what has been learned on what has been achieved. It's easy to say, Oh, this will never work because of X. But when faced with we tried. Why on this resulted in set? Those opinions no longer carry any weight. Now, only you and better data will suffice to disprove the given statement. Any takers should be motivated to execute their experiments, preferably in the satellite, thus making them apart off the new culture. Potential Doubters can be turned into allies by inviting them into the satellite to learn about what is happening piece by piece for more in depth. Look into this concept. We thoroughly recommend Salim Ismail's book Exponential Organizations from 2014. 6. The 6Ds: Hello and welcome back to Chapter five, the sixties off digitization. Well, digitization has brought the world into a state of exponential change. This is the foundation of observation made by us here type Ryland and the underlying premise off all our educational content. We also observe that many people, companies and institutions in society failed to grasp how our development works and also how it could be predicted again referring back to Peter Diamandis. Book Bold. We'd like to offer the sixties as a framework that could be used to calculate the exponential impact of any given digital technology. Right, So let's see what the students will do with this box. These are the sixties that, according to the A man, dis make up the different stages of evolution for any distinct type of digital tool. The first D stands for digitization. This is the point in time when a tool of some kind is first given some form of digital attributes and begins is exponential learning curve at its Mormon of inception, A technology is feeble and easy to dismiss, but provided that it is pins to digital, it starts to travel along an exponential curve. The discipline of machine learning now the backbone of all artificial intelligence applications, was first defined within academia in the late 19 eighties. The second D stands for the deceptive face. These are the long decades off obscurity doing which a branch of technologies Tolima choose or dies off. That depends on whether individuals and companies choose to continue making it better. Despite the high cost and low returns, the deceptive face of any technology is the long period of time when almost no one is looking, and most of those who did tend to forget it and move on. Theo exponentially minded UX design, on the other hand, maps out such unripe technology to find out if and when it will bear disruptive. The 30 is for disruption. This phase refers to the moment when a given digital technology has matured enough to start having a sudden and perhaps devastating effect on the status quo. The smartphone, coupled with Instagram, had its disruptive Mormon in the late two thousands, and Kodak filed for bankruptcy shortly thereafter. Of course, this disruptive impact only appears sudden to those that were not looking those who did. Look, we're the ones who took advantage of new tools, just as they were starting to become mature to build something that others deemed improbable, if not impossible, de monetized. The next step, as outlined by Diamandis and Bold, is when mature digitalization makes what used to be expensive into the affordable. In more recent years, mobile broadband connectivity, coupled with smartphones, have made music all but completely de monetized. Not too long ago, one had to purchase a circular piece of plastic in order to listen to an exceedingly small fraction off all the music that was available. Now the various streaming services have made close to the entire musical library of mankind available for free, provided that you are willing to suffer through the ads, of course, and the next day he stands for De materialized one off. The most noticeable results of digitization is that we replace or reduce physical atoms with digital bits. You only need to look at the APS on your smartphones home screen to detect functions that all used to be different analog devices, and the next day stands for democratized. This is the state whether tools and applications that have been made using the technology are so widespread that no one hardly thinks about it anymore. It used to be a thing to have a smartphone. Now you are the yacht one out. If you do not, it has become democratized, exponentially minded UX designers should take Note that for some types of people and organizations, a new type of tool has to reach this high level of maturity for them to even contemplate using whether it is down to fear, complacency or lack of knowledge. There are those who resist the new until it has become utterly familiar. The sixties framework is a useful tool for describing how digitization works in an abstract sense. So if you gather the data and do the math, then you can get your own personal understanding off when it might be possible to have a virtual reality device for the cost of $100 whose stitches on environment is indistinguishable from the real reality, or when an electrical car with a range off 500 plus kilometers will cost no more than $15,000. So this boss, the chapter about the sixties off digitization, But there's only five. Yeah, the digitization is here. Starts here, by the way, this is three D printed life, the other or the other devices in the game. Excellent. So really, really no longer in the realms of academia. Awesome. Yeah. See you in the next time. 7. Start with Why: Hello and welcome to Chapter six. Start with why people do not by what you do, they buy why you do it. This is a quote off author Simon Cynic. He argues that if you want to connect with, motivate and inspire people, not only do you need to know, but you also need to be capable of explaining clearly why you do things. Our brains are designed in such a way that it is very easy for us to talk about what we do . The part of our brain that is in charge of logical reasoning, calculus and such is very adept at answering questions on often that is our go to place when being asked, for example, what we do for work. The problem, then, is that this part of the brain has close to no understanding off things like feelings and motivation. But if you know why you were doing something and are also able to express that, then you stand a much better chance of creating a connection with the person or persons that you were talking with. Let's take an example. The question in this example is, what do you do for work? I work as a math teacher at a public school because I think education is important and Children are our future. Or I want to change how we feel towards education. So that continues learning and science becomes unattainable alternative to nationalism and religion to answer the large and complex challenges of our time. I do this by working with young students who do not have access to private education. So what I do every day is teaching the's answers to the same question. Do not differ in data or information. The only real change is the order in which we communicate the different parts of the message. The why the how and the what. The first example starts with telling us what is being done and then goes on to talk about how and why and to be honest, just by including a why in the answer makes it stand out from the kind of answers such a question usually triggers. But to be fair in the comparison, it was included in the first answer as well. In the second answer, we start by making it very clear why we do it. The template for expressing a clear why, according to cynic is the following. I want to so that in this case I want to change how a few towards education. So that continues learning and science becomes an attainable alternative to nationalism and religion to answer the large and complex challenges of our time. What happens now that if I, as the receiver off this message get emotionally attached to it, it automatically resonates with me. This, of course, might not be super important in the normal conversations. When the people you're talking to, you don't actually care about why you do what you dio. They just want to know what you do for a living on, then carry on with casual socializing at the party that you're both currently intending. However, if you are in a position where you want to motivate, engage and inspire people to your project, your chances of success will increase greatly by knowing how to make use off the why to communicate your message understanding and companies organizations. Why will make a big difference in understanding what a good UX designer will be? The new consumers in our markets don't focus longer on owning things to communicate their personal success, but rather want to be a part of a movement to change the world for the better. Thus having a Y statement becomes more and more and must have requirement than a merrily nice to have to have an understanding of your own on others, reasons for doing things their wise is an important skill in UX design as well as many other professions s well as in life. 8. Conclusion: hello and welcome to this last chapter. So we believe that the chop off a UX designer puts down to making a new solution compatible with the culture. It is meant to exist with him. But for us to be successful with this, we really need to understand those cultures. And this is a very difficult thing to do. Well, yes, it's tempting to base once understanding on the observations off others or on what is easily Google's. And this is never enough. No, we at Hyper Island believe that the Army way to truly understand what people want and what they need is to go into the field and ask questions and learn how to do so in a good way. It comes down to spending time with potential users in their habitat and to practice the art of listening through active empathy. This requires time, often quite a lot of time. We at Hyper Island believe that before you commit to designing anything, you must go into the field and spend valuable time with the users that you want to serve. These are, after all, times of exponential change that makes it more true than ever that the only certainty will ever find. Is that what you uncover with your own two hands having done that and then only then we can design use experiences that befriend, delight and win over millions of people to try new things. We believe that those who are deaf at solving complex problems through a systematic experimentation have the ability to solve our contemporary global grand challenges. This we know. It's hard for people and organizations that are culturally inclined to rely on solutions that are already known to work. It may be a strange and alien thing to start experimenting without certain knowledge of the out. You may even feel the same for yourself. One method of exercising the metaphorical muscle off experimentation is to become what we refer to as a maker someone that ivory in a analog fashion and with your own hands, builds or creates things. This, we argue, leads to experimentation by itself and, if done under the food off hobby or creative outlet, lets you exercise this muscle in the mindset Jim before needing it out in the reality. Hyper Island is a school that for more than 20 years has relied on a different educational principle than more schools and colleges. We do not have teachers or standardized tests. We do not believe in grades on. We value practical riel world learning above theoretical knowledge. We expand upon it by designing our educational content to be best enjoyed by making your own learning experience out of the raw materials we provide. This may take many forms, but all have in common that we try to make our teachings into things you must build, move, play with or actively respond to. That is why this skill share course is presented through the medium of a playable board game. Easy to do. This is not. We want you to foster your own maker mindset. Not all topics are suitable for this kind of educational approach, but the ones that we have chosen to tackle certainly are. And we believe that if we are to solve the problem off the future not being evenly distributed by unleashing exponentially minded UX designers than these students must first become makers. And most of the things that our global community needs in order to thrive in the years to come are yet to be invented behind every one of these upcoming breakthroughs lies a pile off learning experiences made by interpret makers. If you want, you can start your own practical learning journey to become an exponentially minded use experience designer right here. Just don't note the PdF in the protect section and printed out. Take a least 10 minutes or so to think seriously about the questions and then fill in your personal answers. Either keep it for yourself or take a picture and shared with the learning community and ask for feedback, either here or in our discourse channel. This was our future course or class the world. According to U Ex. We hope that you've enjoyed the class and have learned a lot, and there's more to come. If you are curious about our residential programs, check out our website high pilon dot com. So until next time Oh, my