Where Did Design Thinking Come From?: Artificial, and Then Contributed Many Ideas To Its Principles
Where Did Design Thinking Come From?: Artificial, and Then Contributed Many Ideas To Its Principles
• Now it’s your turn. Think about projects you can do with your own
students that will help enhance and deepen their learning. How might
you support your students to:
• Develop empathy, insights and understandings.
• Define a problem as an actionable question.
• Generate and visualise ideas.
• Develop prototypes; and
• Evaluate and test their designed solutions.
• While design thinking has its roots in the innovation/design sector, the process itself can be
used anywhere. Indeed, it is a great tool for teaching 21st century skills, as participants
must solve problems by finding and sorting through information, collaborating with others,
and iterating their solutions based on real world, authentic experience and feedback. (It is
also a great tool to develop and run a school, but that's a different post for a different day.)
• Practitioners of design thinking have different steps depending on their needs. We use
these steps:
• 1) Identify Opportunity
2) Design
3) Prototype
4) Get Feedback
5) Scale and Spread
6) Present
• In design thinking, you work through the steps together in small groups (or "Collabs").
Our task is to explore the question: How might we create ways to assess learning geared
to making tangible progress toward meaningful goals?
• With driving question in hand, each Collab is led by a trained facilitator. There are basic
ground rules for working together (like saying "yes, and" rather than "yes, but" when
disagreeing with someone), and using elements from improv comedy to help maintain a
culture of positivity, risk-taking, support and flexibility.
• This is important, as the goal is to break through the negative thinking that plagues the
big, thorny issues, and to come up with one prototype idea for solving one aspect of the
problem.
• This right here is another novel idea! We're not tasked with fixing the whole system.
This is an approach positing that small changes in the right places can have big impacts
on outcome.
DESIGN THINKING
PROCESS –
3. Ask students to question why this educational experience stuck with them. What did they learn? What made it different than other experiences they've had?
5. Discussion: After watching the video, have students consider how their experiences were exemplified in the video or were not. Were their memorable educational experiences
reflected in the video?
6. Ask the class to brainstorm out ideas of how to take practices in their narratives and the video and implement them in their classroom or school for the next 3 days. This may
include going outdoors and finding leaves or plants and naming them and categorizing them for a science lesson. Or this may include creating treasure maps around the school using
math concepts (take 5 x 3 steps towards the flagpole from the front door). Or it may include suggestions to increase choice and shared decision-making in the classroom or school.
7. Allow students to formalize these suggestions in a letter to you, the teacher. Then you and the class discuss and decide together which 3 suggestions to implement for the next 3
days. Challenge yourself to expand beyond your comfort zone.
• Procedure:
• After 3 days, have a class meeting to discuss how the last 3 days went. Should the changes remain? Should there be additional changes? Different changes? Explore with the students
the possibilities to keep improving the classroom and the school as a whole.
• Have students present what they believe the purpose of education is"in reality, today as it exists. In contrast, have them present what they believe the purpose of education should
be. Some examples may be to get a job or make lots of money whereas some may believe the purpose should be to have fun and learn about oneself, and others may think
something completely different.