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Organise your own Design Challenge Event


[PLACEHOLDER] This interactive guide walks educators through organising their own Design Challenge Event, phase by phase: what to do, when to do it, who is involved, and which templates to use. The content below is an example structure — the final playbook is being prepared.

The playbook content on this page is an example placeholder structure — the final playbook is being prepared and will replace it.

The playbook, phase by phase

[PLACEHOLDER] Example phase. Define the scope of your Design Challenge Event: learning goals, target group, number of teams, and the sustainability themes you want the challenges to address.

Tasks
  • [PLACEHOLDER] Define learning objectives and assessment criteria.
  • [PLACEHOLDER] Choose the event format (on-site, online or hybrid).
  • [PLACEHOLDER] Identify industry partners who could propose real-world challenges.
Timing

[PLACEHOLDER] 8–6 weeks before the event.

Roles
  • [PLACEHOLDER] Lead educator — owns the plan and timeline.
  • [PLACEHOLDER] Industry contact — shapes the challenge briefs.
Practical tips
  • [PLACEHOLDER] Start the search for industry partners early; challenge briefs take longer than expected.
  • [PLACEHOLDER] Keep the first event small — one class, two or three challenges.
Resources — templates and examples
[PLACEHOLDER] Event planning template Link to be provided
[PLACEHOLDER] Challenge brief template Link to be provided

[PLACEHOLDER] Example phase. Facilitate the event itself: kick-off, team formation, mentoring sessions, and the final pitches in front of the jury.

Tasks
  • [PLACEHOLDER] Run the kick-off session and present the challenges.
  • [PLACEHOLDER] Schedule mentoring check-ins for each team.
  • [PLACEHOLDER] Organise the final pitch session and jury deliberation.
Timing

[PLACEHOLDER] Event week (1–5 days depending on format).

Roles
  • [PLACEHOLDER] Facilitator — keeps the schedule on track.
  • [PLACEHOLDER] Mentors — support the teams during the work sessions.
  • [PLACEHOLDER] Jury — evaluates the final pitches.
Practical tips
  • [PLACEHOLDER] Timebox the pitches strictly and share the evaluation rubric with the teams in advance.
  • [PLACEHOLDER] Record the pitch session — the videos are valuable for the community.
Resources — templates and examples
[PLACEHOLDER] Facilitation agenda example Link to be provided
[PLACEHOLDER] Jury evaluation rubric Link to be provided

[PLACEHOLDER] Example phase. Close the loop after the event: collect solutions and feedback, announce winners, and share outcomes with the community.

Tasks
  • [PLACEHOLDER] Collect the teams' solutions and consent for publication.
  • [PLACEHOLDER] Announce the winners and share the results.
  • [PLACEHOLDER] Gather feedback from students, mentors and partners.
Timing

[PLACEHOLDER] 1–3 weeks after the event.

Roles
  • [PLACEHOLDER] Lead educator — compiles the post-event report.
  • [PLACEHOLDER] Communications support — publishes results and media.
Practical tips
  • [PLACEHOLDER] Publish the outcomes while the momentum is still there — within two weeks of the event.
  • [PLACEHOLDER] Feed what you learned back into the next edition.
Resources — templates and examples
[PLACEHOLDER] Post-event report template Link to be provided
[PLACEHOLDER] Feedback form example Link to be provided
Need advice?

Discuss your plans with educators who have organised Design Challenge Events before.