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TABLE OF CONTENTS
1.0 INTRODUCTION
1
1.1 THE ORIGIN OF 30 WEEKS
1
1.2 WHY A BLUEPRINT?
2
2.0 BUILDING THE PROGRAM
3
3.0 THE BLUEPRINT IN 4 PS
5
3.1 PEOPLE
7
3.1.1 BACKGROUND 7
3.1.2 DESIGNERS 8
3.1.3 PROGRAM STAFF 9
3.1.4 RESIDENTS 12
3.1.5 COLLABORATORS 13
3.1.6 EXTENDED NETWORK 13
3.1.7 GOVERNANCE 13
3.2 PROCESS 15
3.2.1 BACKGROUND 16
3.2.2 THE ITERATIVE METHOD 16
3.2.3 CONTENT & FORMATS 21
3.2.4 QUALITY ASSURANCE 24
3.3 PLACE
25
3.3.1 BACKGROUND 26
3.3.2 THE PHYSICAL PLACE 27
3.3.3 THE MENTAL PLACE 29
3.3.4 DIGITAL PLATFORMS 29
3.3.5 INFRASTRUCTURE 30
3.4 PRODUCT
31
3.4.1 BACKGROUND 32
3.4.2 DEVELOPING THE CURRICULUM 32
3.4.3 THE PILOT CURRICULUM 34
4.0 SUCCESS CRITERIA
45
5.0 WANT MORE?
47
6.0 APPENDIX
47
30 Weeks - A Founders Program for Designers
1.0 INTRODUCTION
Page 1
The table below outlines the value that 30 Weeks aims to create:
Universities
30 weeks
Students
Founders
Taught by professors
Learn by doing
Learn by launching
Get a job
Create jobs
Page 2
Page 3
The design and development of the pilot required nine months from the first planning meeting to
Day 1 of the program. Below is a snapshot of what the process looked like:
Page 4
30 WEEKS TEACHES
FOUNDERISM THROUGH:
PEOPLE
PROCESS
PLACE
PRODUCT
Page 5
PEOPLE
Page 6
3.1 PEOPLE
3.1.1 BACKGROUND
Governance
Page 7
3.1.2 DESIGNERS
Amazing designers coming together to learn,
build and launch.
Designers are identified, screened and selected in a
high-touch recruitment and admissions process.
There are fo u r perspectives to consider when
assessing applicants:
ANALYTICAL THINKERS
Able to understand user needs, business opportunities
and technology execution.
ENTREPRENEURIAL DOERS
EMPATHETIC LISTENERS
AMAZING MAKERS
FIRST STEP:
THIRD STEP:
SECOND STEP:
Launch a recruitment website to collect personal info,
a portfolio, a $50 application fee (to ensure that the
applicants are committed) and short written responses
to these questions:
What do you want to build and why?
What qualities will you bring to the program and
the group?
What qualities do you need to complement
your own?
Throughout the recruitment process track ongoing
updates for all applicants, including individual followups with top candidates. Submissions should be
open for at least 3 months. The top 100 candidates
are identified using a recruitment rubric based on
four overall traits:
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Page 9
The table below outlines the Program Staff and their responsibilities:
ROLE
PROGRAM
DIRECTOR
PROGRAM
MANAGER
Time
Full-Time
(40 hr/w)
Full-Time
(40 hr/w)
Support
Process and
Operations
Planning, team
lead, budgeting
Operations,
meetings,
documentation,
website
Residents,
advisory board,
partner schools,
sourcing
collaborators
Collaborator
scheduling,
agreements and
logistics
External
Relations
DESIGN
BUSINESS
TECH
Part-Time
(14 hr/w)
Part-Time
(14 hr/w)
Part-Time
(14 hr/w)
Designer
FOUNDERS-IN-RESIDENCE
Individual designer
product status
OKRs
Tech mentoring
process
PR, sourcing
collaborators
Program business
strategy and
development,
pitches to
VCs, sourcing
collaborators
Sourcing
collaborators
Operations,
reporting and
licences
Educational
Licensing
Development
Curriculum and
methodology
Documentation
Recruitment/
Admissions
Recruitment/
admissions
(official outreach)
Recruitment/
admissions
process
Business model
and partnerships
Recruitment/
admissions
(personal
outreach)
Recruitment/
admissions
(personal
outreach)
Recruitment/
admissions
(personal
outreach)
Page 10
Facilitation experience
Education coordination and administration
experience
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3.1.4 RESIDENTS
Residents are thought leaders with a vast
network and a passion for education.
Role: Curate content and guests for a
2, 3 or 4 week module.
Profile: A thought leader with a vast network
and a passion for education.
Commitment: Pre-module 10 hours; 10-15 hours
per week during the module.
The role of the Resident is to curate content and guests
as well as take the lead on the execution and experience
for one of the programs modules. The Resident will work
together with the 30 Weeks staff to choose speakers,
design workshops and do 1 to 1 mentoring. The Resident
will also support the speakers and collaborators to have
a clear understanding of the content area, and act as a
host for one of the modules.
The role is based on a mutual value creation. Benefits to
the Resident are:
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3.1.5 COLLABORATORS
3.1.7 GOVERNANCE
ADVISORY BOARD
Purpose: Advise and guide the strategic direction of
the program and provide input on the business model,
partnerships and long-term development. The members
of the board also provide relevant industry and education
credibility.
Who: Made up by representatives from the key
stakeholders, industry thought leaders and the
30 Weeks Staff. 10-15 members.
Commitment: Meets for one hour on six occasions
before, during and after the program.
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ROUNDTABLE
STEERING COMMITTEE
Page 14
PROCESS
Page 15
3.2 PROCESS
3.2.1 BACKGROUND
To incubate startups, 30 Weeks leverages startup
principles and practices, particularly the cyclical model
of ideation, validation and iteration.
While the 30 Weeks program is the first of its kind,
there are similarities to other experience-based learning
methodologies. It builds on the belief that learning is
most effective when it is student-centered and directed,
hands-on and real-world applicable, and facilitated in
an environment that encourages learners to explore and
develop their own ideas.
Unique to 30 Weeks is the belief that designers add
unparalleled value to creating new products - they have
the ability to visualize the final product.
While engineers, business development, strategy and
marketing professionals build the company, designers are
ableto focus on the end-user first. That combined with
ideate, validate and iterate to rapidly prototype a minimal
viable product (MVP) places designers at a pivotal point
of deciding the products final outcome.
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1. Ideate
2. Validate
Page 17
Prototypes
User testing
Research
One of the simplest and fastest ways to test an idea is
to see if anyone else has worked on something similar.
Search engines will get you far. Hopefully you will find
examples of others who have tried. To some it might
seem counterintuitive if the goal is to create something
truly new and innovative, but the fact that others have
tried should be seen as a sign that the problem is real.
By researching what others did you can avoid hitting
the same obvious pitfalls.
Pitching
Pitching your idea is a great way to test if your idea makes
sense to other people. Can you explain the problem in a way
where people accept that it is a legitimate problem and how
your approach to solving it will work? If you are working on
an app that helps teenage girls adjust their lipstick in a dimly
lit bathroom, the solution seems solid. However, it might
not be obvious why the problem is such a big deal, unless
they are either teenage girls or have kids who are. If you are
building an alarm clock app the problem it solves is easy
to understand.
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3. Iterate
Learning, growing and building insights.
Setting direction, getting back out there,
pushing forward towards launch.
What do the test results mean?
What story does this data tell?
What will I stick with and what will I change?
Before going back to Step One or ideating, there is an
important step which is a matter of choice. Perhaps you
came up with an idea that you really believed would
change the world, but when you tried to validate it
everyone you talked to and everything you tried made
you believe that it would never work. Nobody will invest
in it. Nobody believes that it will be possible to build.
Using this model doesnt make you a victim of the
feedback you recieve in what can sometimes be called
the in-validation stage. You choose what you will iterate
on. You might still decide to stick with your idea and
simply go back and ideate new ways of making it happen.
Perhaps you can fund it as a nonprofit and rely on
donations. Or maybe you work solely to attract the
talent that will prove to people that it is possible to build.
But regardless, its your choice.
As you iterate and gradually build confidence in your idea
you can also take on bigger and bigger validation points.
And then, back to Step One: Ideate.
What follows is a series of images that show product
iteration and evolution.
Page 19
Hardware iteration:
Week 3
Week 10
Week 15
Week 20
Week 30
Page 20
Meetups / Salons
1 to 1 Mentoring
Suggested meetups:
All residents and designers
Engineers and developers
Hackathon with potential business partners
Page 21
Speaker Sessions
Reflections
Group expectations
Troubleshooting Sessions
Culture
Page 23
Page 24
PLACE
Page 25
3.3 PLACE
3.3.1 BACKGROUND
One of the most important aspects of creating an
effective learning environment is that the space is flexible.
Creating a space that is part library, part lecture hall, and
part laboratory can be tricky. The most important thing to
remember is that the space should be inspiring and FUN.
It should be a place that people want to come to, and then
dont want to leave!
Infrastructure
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Page 27
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Iterative Development
The program content is continuously developed in
response to the designers needs. Insights are captured
through weekly surveys and reflections.
Individual Accountability
Designers create accountability through reflection,
feedback and constant external input.
Page 29
3.3.5 INFRASTRUCTURE
To protect the designers and the 30 Weeks greater
community, various agreements and licenses are
created for various purposes.
Code of Conduct
The best way to solve a legal problem is before it happens.
A strong code of conduct allows for clear communication
and lowers risk.
Educational License
Operating a school is often regulated by local laws. If your
program depends on tuition from students you will likely
need to apply for a licence to be an accredited school.
In NYC this was done through the Bureau of Proprietary
School Supervision (BPSS). Approval times can take
anywhere from a few months to as long as a year so we
highly recommend working with experienced partners
(legal, administrative and finance) who can guide you
through this process.
Faculty Agreement
The main purpose of the faculty agreement, also known
as a faculty release, is to be able to record sessions,
which will later be made into podcasts for the designers
to revisit later on. In addition, our faculty releases allow
you to document events and sessions in the space
and use the photographs and/or video footage for your
website, blog or social media pages at a later point in
time. The agreement should be written up by your legal
representative and signed by all collaborators at least 1
week in advance of their session. They can then be stored
on a drive to reference later on. For anyone unwilling to be
photographed or videotaped, they should still sign a formal
agreement that explains why. Everything agreed to should
be kept on record for documentation purposes.
Scholarships
Scholarships should be awarded based on certain
eligibility requirements, for example, need or minority
based. You should check first with your educational
license provider before offering any internal scholarships.
There are usually requirements and additional paperwork
and approval times. Also, when you consider offering a
potential participant a scholarship you should always ask
yourself if the participation of that student would benefit
the whole group.
Page 30
PRODUCT
Page 31
3.4 PRODUCT
3.4.1 BACKGROUND
Page 32
Page 33
Page 34
Learning Objectives
By the end of the module the designers will be able to:
D: Develop their personal passions into opportunities
and user needs
D: Ideate, develop concepts, prototype, and test
D = Design
P = Product
C = Collaboration
T = Technology
B = Business
Page 35
Learning Objectives
By the end of the module the designers will be able to:
Page 36
Learning Objectives
By the end of the module the designers will be able to:
Page 37
Learning Objectives
By the end of the module the designers will be able to:
D: Ideate, develop concepts, prototype, and test
P: Optimize a product based on feedback and data
P: Experiment with a range of business models in
relation to a product
P: Use a range of tactics to hack a products growth
C: Demonstrate the openness to fail and continue iterating
C: Effectively manage simultaneous complex tasks
and handle disruption
B: Navigate the landscape of startup funding and
financial stakeholders
Page 38
Learning Objectives
By the end of the module the designers will be able to:
Page 39
Learning Objectives
By the end of the module the designers will be able to:
D: Ideate, develop concepts, prototype, and test
P: Optimize a product based on feedback and data
P: Package and present the final concept in a
compelling way
C: Effectively manage simultaneous complex tasks
and handle disruption
T: Explore a wide range of technologies in order to
see opportunities
T: Identify appropriate technologies for a specific
product prototype
T: Challenge how various technologies can be used
to create value
T: Collaborate and communicate around technology
with technologists
Page 40
Learning Objectives
By the end of the module the designers will be able to:
D: Ideate, develop concepts, prototype, and test
D: Understand human behavior and how it can
drive product innovation
D: Reflect on the concept of value and how it is
created and sustained
P: Optimize based on feedback and data
B: Use storytelling to pitch to a range of audiences
B: Build your network and find the right partners
B: Understand a range of new and emerging
business models
B: Use a range of methods to analyze viability of
business concept
Page 41
Learning Objectives
By the end of the module the designers will be able to:
D: Ideate, develop concepts, prototype, and test
P: Optimize based on feedback and data
C: Use methods and tools for building culture and
team development
C: Lead collaborative processes in a range of contexts
C: Assemble and develop the right product team
C: Proactively identify ones strengths and weaknesses
and lead ones own development
C: Demonstrate the openness to fail and continue iterating
C: Effectively manage simultaneous complex tasks and
handle disruption
Page 42
Page 43
Learning Objectives
Page 44
Page 45
Pilot
Year 2
30-week program
16 designers
1 class
1 Founder-in-Residence
Page 46
6.0 APPENDIX
6.1 RESOURCES ON STARTUP DISRUPTION THROUGH DESIGN
The Shape of Things to Come: How An Industrial
Designer Became Apples Greatest Product,
February 2015, The New Yorker.
Link: http://www.newyorker.com/
magazine/2015/02/23/shape-things-come
Silicon Valleys Hottest Commodity: The Design-Savvy
Founder, Nov 2012, Inc Magazine.
Link: http://www.inc.com/eric-markowitz/
designer-entrepreneur-silicon-valley-hot-
commodity.html
Let Computers Compute. Its the Age of the Right Brain,
April 2008, The New York Times.
Link: http://www.nytimes.com/2008/04/06/
technology/06unbox.html
The Hyper Island Toolbox, Hyper Island
Link: http://toolbox.hyperisland.com
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The 30 Weeks Blueprint is licensed under Creative Commons Attribution-ShareAlike 4.0 International.
Under this license you must give appropriate credit, provide a link to the license, and indicate if changes were made.
You may do so in any reasonable manner, but not in any way that suggests that the licensor endorses you or your use.
If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original.
For more information visit: http://creativecommons.org/licenses/by-sa/4.0/deed.en_US
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KEEP IN TOUCH
Email: blueprint@30weeks.com
Twitter: @30WeeksProgram
Facebook: https://www.facebook.com/30WeeksProgram
LinkedIn: https://www.linkedin.com/company/30-weeks
YouTube: http://www.youtube.com/30WeeksProgram