STEAM Lab Youth Entrepreneurship Program

Project

Evaluate the value and viability of an existing youth entrepreneurship program and it’s newly launched online curriculum platform.

Goal

Define specific users and uncover their insights about the value of the program and platform.

Activities

User interviews, usability tests, online survey, synthesis, and group feedback.

Employer

Henry Ford Learning Institute

Thirty Under 30

Sessions

1 Where are we starting from?

HFLI ran the STEAM Lab Youth Entrepreneurship Program for three years, but struggled to recruit students and maintain resources to run the program. But, we also received positive feedback from students, partners, mentors, parents, and even observers. We knew we had something special, but we needed to make a change.

HFLI pivoted to train-the-trainer workshops and a new online curriculum platform, aimed at empowering others to run their own program.

We needed to connect with our new users, who were no longer youth participants, but teachers and youth development leaders.

Me TeachingMe Teaching

A surprise welcome from students on a STEAM Lab pitch day!

Me TeachingMe Teaching

One of the resulting ser persona cards

2 WHAT DO WE WANT TO LEARN?

Who are our users and what do they need?

What value does the program and platform bring to our users?

What barriers exist in using the online curriculum to run a STEAM Lab? What usability issues exist?

3 How Will We Learn

Send a survey to people who accessed the online curriculum at least once.

Conduct in-person interviews and usability tests with diverse users (e.g. teachers, nonprofit leaders, school administrators).

Synthesize findings, present, and gather feedback from HFLI staff + leadership.

Me TeachingMe Teaching

The STEAM Lab online platform

So, What Did We Learn 4

Me TeachingTeam Ideating