Problem Finders Teacher Guide Civic App Sandbox • Day 1
Problem Finders
Focus: Identifying Community Needs & Cultivating Empathy
45 Minutes
Objectives
Identify 3 civic/community challenges; complete a targeted Empathy Map; pitch a single app concept.
Setup & Tools
Empathy Map Worksheet, chart paper, whiteboard markers. Form groups of 3-4 students.
Key Mindset
User-Centric Design : Designing solutions based on actual human needs, not raw assumptions.
Facilitation Pathway
1
Spark & Define: Community Needs
10 Min
Hook students by listing school or community challenges on the board (e.g., lunch waste, neighborhood safety, stray pets, homework stress).
Script Prompt: "Apps aren't just games—they are powerful tools that solve real problems. What is a specific problem you see around you every single day?"
2
Empathize & Ideate: Who is the User?
25 Min
Distribute the Empathy Map Worksheet . Guide groups to pick one solid community problem. They must construct a fictional user persona who suffers from this problem, answering: What do they feel, hear, see, and do?
Once empathy is mapped, students transition to page 2 to sketch 3 rough app ideas and unite around one winning concept, complete with an Elevator Pitch.
3
Concept Verification & Wrap-up
10 Min
Have each group present their 30-second Elevator Pitch to another group for immediate, constructive feedback. Collect worksheets to review alignment before Day 2.
Avoid This Pitfall
Students often design apps for themselves instead of their target audience. Keep asking: "How does this specific screen help your persona (e.g., an elderly resident)?"
Differentiation Strategy
Support: Provide pre-made personas (e.g., a local shelter coordinator or a struggling student).
Extend: Challenge advanced groups to outline how they will collect or protect user privacy.
Civic App Sandbox Project Guide © 2026 Lenny Instructional Designs
Empathy Map Worksheet Civic App Sandbox • Student Activity
Empathy Map
Name: ______________________ Date: _________
Group Name: __________________________________
1 Part 1: The Community Challenge
State the specific neighborhood or community problem your group wants to tackle:
Who is the primary person impacted by this issue? (Describe our "Target User"):
2 Part 2: User Empathy Map
Put yourself in the user's shoes. Fill out their daily reality to design an app that actually helps them.
Our Persona
What do they SAY?
Quotes or typical phrases they use regarding the problem.
What do they THINK?
Beliefs, worries, or values they don't say out loud.
What do they DO?
Their observable actions, workarounds, or behaviors.
What do they FEEL?
Emotions, anxieties, delights, or pain points.
Civic App Sandbox Activity Workbook Page 1 of 2
Civic App Sandbox • Student Activity
Solution Sandbox
GROUP IDEATION STAGE
3 Part 3: Brainstorm Three App Concepts
Think of three completely different ways a mobile app could address your user's problem. Write a short title and 1-sentence description for each.
Concept Option A App Name: _______________________
Concept Option B App Name: _______________________
Concept Option C App Name: _______________________
4 Part 4: The Winning Concept & Pitch
Compare your options. Select the single best app concept and fill in your official elevator pitch framework below.
Selected App Name ____________________________________
Our app is designed for: ____________________________________________________________
who struggle with: ____________________________________________________________
Our app solves this by: ____________________________________________________________
Unlike other solutions, our app: ____________________________________________________________
Civic App Sandbox Activity Workbook Page 2 of 2
Paper Programmers Teacher Guide Civic App Sandbox • Day 2
Paper Programmers
Focus: UX/UI Principles, User Flow Mapping & Screen Sketching
45 Mins
Objectives
Map a 3-step User Flow; design 3 connected wireframe screens; perform a "Human Computer" usability test.
Setup & Tools
App Screen Sketchbook, rulers, colored pencils, scissors (optional for pop-up elements).
Key Mindset
Interactive Flow : Every click must lead logically to a new screen. Prevent dead ends!
Facilitation Pathway
1
UX/UI Mini-Lesson: Buttons & Screens
10 Min
Explain User Interface (UI - what it looks like) and User Experience (UX - how it feels to use). Discuss key mobile components: Home Page, Navigation Bar, Back Buttons, and Input Boxes.
Interactive Demo: Show your phone on the projector. Tap an app. Ask: "What happened when I tapped that button? Why is there an arrow pointing left in the top-left corner?"
2
User Flow Mapping & Wireframing
20 Min
Distribute the App Screen Sketchbook Worksheet . First, have students complete Part 1: User Flow Map (Step 1, Step 2, Step 3).
Once mapped, groups coordinate to design 3 physical screens on Page 2: the Home Screen , the Action Screen , and the Success/Confirmation Screen . Emphasize drawing clearly and labeling buttons.
3
The "Human Computer" Test
15 Min
Pair groups together. One student acts as the "Computer" (holding and swapping paper screens based on what buttons are pressed). Another student from the partner group acts as the "User" (physically pointing and pressing paper buttons). Excellent way to find broken links and confusing menus!
Common Dead Ends
Students often forget a way to go back to previous screens. If they tap an option, ensure they include a "Back" button or a persistent footer nav bar to prevent getting stuck.
Testing Prompt
Instruct the "Human Computer" student: "Do not speak! Only change the paper screens when the user physically taps a functional button." This highlights navigation flaws immediately.
Civic App Sandbox Project Guide © 2026 Lenny Instructional Designs
App Screen Sketchbook Worksheet Civic App Sandbox • Student Activity
User Flow Map
Name: ______________________ Date: _________
Group Name: __________________________________
1 Part 1: The User Flow Pathway
Before sketching, map out the journey of your user. Trace how they go from launching your app to successfully solving their community challenge.
Step 01
Start Screen (Home Screen)
What is the first screen your user sees, and what button do they click to begin?
SCREEN NAME
BUTTON CLICKED
Step 02
Action Screen (Details/Input)
Where does the user type information, pick options, or make choices to resolve the problem?
SCREEN NAME
KEY ACTION DONE
Step 03
Success Screen (Confirmation)
How does the app celebrate success, and where can they go from here?
SCREEN NAME
NEXT STEP FOR USER
Civic App Sandbox Activity Workbook Page 1 of 2
Civic App Sandbox • Student Activity
Screen Sketchbook
PROTOTYPE SKETCH STAGE
2 Part 2: Draw Your Three App Screens
Design your UI. Draw simple screens. Include a Title , Main Content/Buttons , and a Back Button where appropriate.
Home Screen
TAP ACTIONS:
Tapping __________ moves user to Screen 2.
Action Screen
TAP ACTIONS:
Tapping __________ moves user to Screen 3.
Success Screen
TAP ACTIONS:
Tapping __________ moves user to Screen 1.
Civic App Sandbox Activity Workbook Page 2 of 2
App Launchpad Teacher Guide Civic App Sandbox • Day 3
App Launchpad
Focus: Persuasive Presenting, Peer Critiques & Project Assessment
45 Mins
Objectives
Formulate a 5-step persuasive pitch; present app features clearly; complete 2 peer evaluations with helpful critique.
Setup & Tools
Pitch Deck Planner Worksheets, Sandbox Project Rubrics, timer/stopwatch, presentation space.
Key Mindset
Active Persuasion : A great app is only valuable if people understand why it needs to exist.
Facilitation Pathway
1
Pitch Assembly & Group Rehearsals
10 Min
Distribute the Pitch Deck Planner Worksheet . Have student groups work through Page 1 to write their presentation script following the five essential blocks: The Hook, The Problem, The Solution, The Demo, and The Call to Action .
Coaching Prompt: "Who is doing the talking? Who is operating the paper screens during the demo? Ensure everyone has a clear presentation role!"
2
The 2-Minute Showcase
25 Min
Invite groups to present their apps using their paper screens. Keep a strict 2-minute limit per group to mimic a tech incubator "demo day."
While listening, audience members use Page 2 of their workbook (Peer Evaluation Cards) to record constructive remarks and allocate points based on civic utility and execution.
3
Feedback Exchange & Wrap-up
10 Min
Have students tear or cut out their peer critique cards and hand them to the presenting groups. Give groups 3 minutes to read their comments and complete the self-reflection prompt at the bottom of Page 2. Collect all student materials alongside your Sandbox Project Rubric.
Pacing Control
With large classes, the showcase might overrun. To save time, execute a "Gallery Walk Pitch" where half the groups present at their desks simultaneously, while the other half reviews and scores, then swap!
Helpful Feedback
Remind students that critique must be kind, specific, and actionable. Teach them the "Sandwich Method": Positive observation -> Area for growth -> Closing encouragement.
Civic App Sandbox Project Guide © 2026 Lenny Instructional Designs
Pitch Deck Planner Worksheet Civic App Sandbox • Student Activity
Pitch Blueprint
Name: ______________________ Date: _________
Group Name: __________________________________
1 Part 1: Plan Your 2-Minute Presentation
Organize your presentation into five punchy, persuasive blocks. Assign who speaks for each part!
1. Hook
GRAB ATTENTION WITH A QUESTION OR FACT SPEAKER: __________________
2. Problem
INTRODUCE YOUR USER PERSONA & THEIR TROUBLES SPEAKER: __________________
3. App
INTRODUCE THE APP NAME & KEY BENEFIT SPEAKER: __________________
4. Demo
POINT & TAP THROUGH SCREEN 1, 2, AND 3 SPEAKER: __________________
5. Call
TELL US HOW WE CAN SUPPORT THIS PROJECT SPEAKER: __________________
Civic App Sandbox Activity Workbook Page 1 of 2
Civic App Sandbox • Student Activity
Feedback Forum
CRITIQUE & REFLECT STAGE
2 Part 2: Audience Peer Feedback Cards
Listen to your classmates' presentations. Fill out these feedback slips, tear or cut them out along the dotted lines, and hand them to the respective presenting group.
PEER CRITIQUE CARD #1 Target App Name: _______________________
What was awesome?
How could they make it even better?
PEER CRITIQUE CARD #2 Target App Name: _______________________
What was awesome?
How could they make it even better?
3 Part 3: Group Self-Reflection
Read your classmates' feedback. Then write an honest, collective response below:
WHAT IS THE MOST VALUABLE PIECE OF FEEDBACK YOUR GROUP RECEIVED, AND HOW WILL YOU INTEGRATE IT?
Civic App Sandbox Activity Workbook Page 2 of 2
Sandbox Project Rubric Civic App Sandbox • Grading Rubric
Project Grading Rubric
Comprehensive feedback criteria for Days 1, 2, and 3
Group: _____________________________
Total Points: ______ / 16
Assessment Area
Advanced (4 pts)
Proficient (3 pts)
Developing (2 pts)
Beginning (1 pt)
1. Community Empathy
Reflects how deeply students understood community needs and their persona's pain points.
Problem is highly specific. Empathy map details realistic, profound user feelings, actions, and needs.
Problem is clear. Empathy map includes practical thoughts/actions of the target persona.
Problem is vague. Empathy map has generic or repetitive entries with limited focus on others.
Incomplete community focus. Empathy map is blank or lacks logical user connection.
2. Wireframing & Flow
Reflects usability, screen completeness, and navigation mechanics.
3 screens are fully detailed with clear UI tags, back options, and an error-free, seamless interactive flow.
3 screens are complete. Standard buttons and actions connect screens logically.
Screens are missing back buttons or lead to navigational "dead ends" that confuse users.
Fewer than 3 screens. Drawing is chaotic or lacks discernible navigation pathways.
3. Persuasive Pitch
Covers the 2-minute structure, live demo, and pitch conviction.
Incredibly polished. Captivating hook, seamless interactive demo, and a powerful call to action.
Covers all 5 pitch phases. Interactive screens are cleanly demonstrated to the audience.
Missed 1 or 2 planning blocks (e.g. forgot hook or CTA). Demo is clumsy but functional.
Disorganized script. No clear demo or call to action. Major pacing issues.
4. Community Feedback
Grades peer reviews given to others and deep self-reflection.
Provides deeply kind, highly specific, and actionable feedback to peers. Exceptionally reflective group workbook response.
Provides constructive notes to other teams. Answers group self-reflection with clear thoughts.
Feedback is overly simple (e.g., "Good job"). Group reflection has limited evaluation.
Critiques are unkind or completely blank. Reflection questions are ignored or rushed.
Teacher Evaluator Comments
Write highlights and actionable opportunities for this student team:
Score Matrix
1. Empathy Map: ______ / 4
2. Screen Flow: ______ / 4
3. Pitch: ______ / 4