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Asombro: A Jar of Surprise

October 7, 2020 by Students Asja, Dia, and Viktoria

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Learning Targets

  • Anthropology and Cultures
  • Applied Experimental Science and Problem Solving Methods
  • Scientific Concepts

Take Part in the Project: Visit the Asombro Website

Driving Question: How might we collaboratively implement a design thinking process to meet the needs of the community we serve?

What were your goals for this module? How did you achieve them?

Our collective goal was to make a fun product that could potentially boost the mental health of teenagers all around the world aged 13-17. We did it by creating Asombro – a collection of jars filled with surprising prompts suiting every person’s individual interests. Asja created the jars; Dia the website, the Instagram account, and the logo; Viktoria did the prompts.

What did you learn about yourself or about your creative process or about your medium?

We learned how to apply design-thinking into making something into reality, and figured in the end that following a structured way of creating a product made the process a lot easier. Our team will definitely apply design-thinking skills to our future projects. We took into account our stakeholder’s needs by conducting over 20 empathy interviews and went through feedback sessions, and got a lot of positive responses regarding the idea. 

What did this project mean to you?

It meant a lot, each of us learned something new about ourselves.