How we designed an innovation toolkit that aims to solves global challenges

Along with SMU-X, we created IdeaX - a set of cards designed to guide and challenge users to tackle real-world challenges with more rigour and creativity.

40
Pilot participants engaged
35
Student facilitators trained

The mission

To create a learning and innovation toolkit that challenges users to tackle real-world problems with more rigour and creativity. Together with Singapore Management University’s experiential learning arm SMU-X, we conceptualised, designed and tested a set of cards (named IdeaX) that would facilitate conversations, help users ideate solutions and evaluate their ideas. The cards had to be useful in both workplace and classroom settings, with the option to play it as a game that stimulates innovative thinking.

The Brain Juice approach

Incorporating impact into the solution-finding process was at the heart of the cards’ design. We integrated the United Nations’ Sustainable Development Goals as themes in the deck so that users could envision the potential macro-level impact of their solutions. Other components of the deck included a problem-solving road map, a list of disciplinary knowledge users could tap into, and analysis and solution frameworks. SMU-X’s learning outcomes were also showcased, with a QR code leading users to microsites where they could read case studies and access other learning resources designed to expand their knowledge.

Our role

  • Research other toolkits and cards in the market to uncover challenges and opportunities.
  • Conceptualise the cards' format, content and flow based on SMU-X’s objectives, with the requirement that the activity would be engaging, easy to utilise, and lead to actionable ideas. 
  • Design of all cards and instruction manual in the deck with concise copy to aid the user’s understanding of each concept.  
  • Manage the printing and production of the toolkit.
  • Facilitate a pilot workshop that served as a soft launch; giving 30 SMU students first-hand experience engaging with the cards.

Our impact

  • Intangible pedagogy converted into an innovative physical experience
  • 40 students and staff engaged in a successful pilot workshop
  • 30 students engaged in train-the-trainer sessions to scale up implementation 

A woman speaking into a microphone in front of a group of people.

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