08:30 – 09:30 Registration
09:30 – 09:45 Welcome Session
09:45 – 10:15 Keynote Session
10:15 – 10:30 DesignDAY 101
10:30 – 11:00 Speed Grouping
11:00 – 12:00 Team-Up
12:00 – 13:30 Work lunch
13:30 – 18:00 DesignDAY Solution
18:00 – 19:30 Final Pitch
19:30 – 21:30 Dinner and Awards

All the participants need to check in at the welcome desk that will be available at the venue

The welcome session aims at setting participants’ mood. Events similar to the DesignDAY, although being known, are highly dependent on the participant’s dynamism and therefore, it is crucial to set them in the right mindset and mood for the successful run of the DesignDAY throughout the day.
Considering that participants know about the DesignDAY model, but that they are not so well familiar with the green capital initiative in Guimarães, the welcome session will be dedicated to immerse the participants in this matter, with examples of disruptive mobility solutions in other cities and context, as an attempt to foster the participants to bridge such solutions into the city of Guimarães.

DesignDAY 101
The term 101 is usually used for introductory lectures in academia. In this context, DesignDAY 101 is used as the introductory session about how the day will run, and what DesignDAY is all about.

Although the registrations are done individually, the DesignDAY is an event to be developed by teams of participants. The success of the ideas that are envisioned and designed depend on the group dynamics. Thus, in order to form the teams, a speed-grouping activity will be performed.
The speed-grouping is similar to the “speed dating”. All participants will meet each other in a 2 minutes timeframe. During this time, participants should come to know each other and discuss some ideas they have for the DesignDAY.

As the speed grouping finishes, each participant will deliver a proposal for his team. The final teams will be composed by three or four elements. Thus, each participant will need to propose up to three participants to his/her team.
All participants will propose their own team. The organization will compile all team proposals, and based on the match between proposals and other criteria, will output the final teams’
composition. From this point beyond, all teams are formed and ready to start to be creative.

This is the core activity of the event. During several hours, the teams will work to design and to develop ideas that might have an impact in the urban mobility of the city of Guimarães. In order to keep all teams along the same path, several checkpoints will need to be considered. Each checkpoint targets a specific requirement, which the teams need to solve. Each team will be assigned with a mentor, who will act as a facilitator to explain the way the DesignDAY is organized and to poke participants towards disruptive ideas. It is also the mentors’ role to ensure that teams accomplish the several checkpoints, guiding the teams along their work.

Milestone 1
Idea/Opportunity Proposal
Until the first milestone, the teams should be discussing different ideas and problems they have identified and that they aim to solve, regarding green mobility for the city of Guimarães. In this milestone, they should present:
– The team’s name
– A description of the idea/problem/opportunity identified, which might include: (i) a verbal or visual description of the idea/ problem/opportunity; (ii) convincing arguments why the team think this is a good proposal, including attractiveness of the market, current absence of good products, and appeal or competitive advantages of the eventual product, likelihood that it can be made at an attractive cost.

The teams should be prepared to discuss their ideas with the mentor in a first level (at the checkpoint), and later during the final pitch with all participants and public, as anyone can raise questions.

Milestone 2
Conceptual Solution
With the idea/problem/opportunity identified, it will be the time to start devising solutions for it. Each team on the second milestone should:
– Describe some of the steps of their concept generation and target specifications processes, and comment on the process and the results.
– Present sketches and bullet-point descriptions of 5 to 10 alternative concepts for your product. For each sketch, note which of the important needs it addresses and which it does not.

Include short statement of the operating principle or main features of the concept. This statement should name the important parts and describe how they operate together to make the concept perform its main job.

Milestone 3
Final Solution/Fine-tuning
Each team will need to prepare a prototype for the idea/solution they envision, transforming the idea into a prototype (final draw, simple mockup, virtual model, etc.) that communicates the proposed solution. Different types of prototypes can be envisaged, which shall strongly support the team’s idea/solution. The prototype is to be presented in the solution pitch.

Milestone 4
Pitch Practice
Mentors in separate rooms evaluate all teams during pitch practice sessions. All teams are assigned a time slot and it is a mandatory requirement, as it is expected that the teams who practice their pitch will have feedback to have better performance during final pitches.

The final presentations are a thrilling moment. Final presentations will take a maximum of 5 minutes for the presentation and 3 minutes for Q&A per team (maximum 8 minutes total). In general, teams should address three key points in their pitch:
– the problem they are addressing/why it is important;
– the new solution/technology;
– the prototype they envisioned and how it would work.

In addition, teams can certainly create PowerPoint presentations, but it is not a mandatory requirement. Teams can and should get creative with how to present their 2GUD final proposal! All the presentations will be video-recorded with the unique purpose of being evaluated by the jury.

While everyone is awaiting the results of the judges’ deliberation, this is a great time to bring participants together for other productive purposes. Thus, it is a great time to serve dinner and have all teams socialize after a long day. A few group games will be prepared to foster such mingle and to collect feedback from participants on how they think the DesignDAY went and ways it could be improved in the future.