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Design Thinking in the Classroom

Design Thinking in the Classroom

Easy-to-Use Teaching Tools to Foster Creativity, Encourage Innovation and Unleash Potential in Every Student (Books for Teachers)
by David Lee 2018 224 pages
4.13
10+ ratings
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Key Takeaways

1. Design Thinking empowers students to tackle real-world problems creatively

Design thinking is a combination of human-centered, inquiry-based scaffolding and innovation-friendly mindsets where students apply transdisciplinary knowledge/skills with creative practices to collaboratively discover empathetic insights, generate and explore radical ideas, and create, test, and improve tangible outcomes.

Transformative learning approach. Design Thinking (DT) revolutionizes education by equipping students with a powerful methodology to solve complex, real-world challenges. This approach breaks down the artificial barriers between subjects, encouraging students to apply knowledge and skills from multiple disciplines in authentic contexts.

Developing future-ready skills. DT nurtures critical 21st-century skills:

  • Critical thinking and problem-solving
  • Collaboration across networks
  • Agility and adaptability
  • Initiative and entrepreneurialism
  • Effective communication
  • Analyzing information
  • Curiosity and imagination

By engaging in DT projects, students develop the confidence and capabilities to become change-makers in their communities and beyond.

2. The five phases of Design Thinking: Empathize, Define, Ideate, Prototype, Test

The DT process consists of five phases: empathize, define, ideate, prototype, and test. Each of these phases has a particular goal, with actions that help designers achieve this goal.

Structured creative process. The five phases of Design Thinking provide a framework for approaching complex problems:

  1. Empathize: Understand the user's needs and context
  2. Define: Synthesize findings into a clear problem statement
  3. Ideate: Generate a wide range of creative solutions
  4. Prototype: Create tangible representations of ideas
  5. Test: Gather feedback and refine solutions

Non-linear and iterative. While presented sequentially, these phases are often revisited throughout the design process. Students may jump between phases as they gain new insights or encounter challenges, fostering a flexible and adaptive approach to problem-solving.

3. Empathy is the cornerstone of human-centered design

Empathy can be a powerful tool to help us gain a deeper understanding of our students and be truly responsive to their needs.

Understanding user needs. Empathy work involves engaging with end-users through interviews, observations, and immersive experiences. This phase is crucial for:

  • Uncovering hidden insights
  • Challenging assumptions
  • Identifying genuine user needs

Empathy techniques:

  • Interviews: Ask open-ended questions and encourage storytelling
  • Observations: Watch users in their natural environment
  • Immersion: Experience the user's situation firsthand
  • Research: Gather background information on the context

By prioritizing empathy, students learn to design solutions that truly address user needs rather than imposing their own assumptions.

4. Problem definition guides the design process towards meaningful solutions

A problem statement defines what the meaningful challenge is all about and guides students through the DT process to a desirable solution.

Synthesizing insights. The define phase involves distilling the information gathered during empathy work into a clear, actionable problem statement. This statement should include:

  • Who the user is
  • What their needs are
  • Key insights discovered during empathy work

Framing the challenge. A well-crafted problem statement:

  • Focuses the design effort on the user's actual needs
  • Provides a reference point for evaluating potential solutions
  • Inspires creative thinking by framing the challenge in an open-ended way

Example format: "[User] needs a way to [user's need] because [insight]."

By defining the problem effectively, students set the stage for generating innovative and relevant solutions.

5. Ideation unleashes creativity through quantity, wild ideas, and collaboration

Going for quantity will already include quality ideas, but also have ideas that go beyond the obvious.

Divergent thinking. The ideate phase encourages students to generate a large quantity of ideas without judgment. Key principles include:

  • Quantity over quality
  • Encouraging wild ideas
  • Building on others' ideas (plussing)
  • Deferring judgment

Ideation techniques:

  • Brainstorming: Rapidly generate and capture ideas
  • Sketching: Quickly visualize concepts
  • Improv activities: Practice spontaneous idea generation
  • Mind mapping: Explore connections between ideas

Overcoming creative blocks. Strategies for getting unstuck:

  • Create subsidiary "How might we" questions
  • Reframe the problem statement
  • Use analogies or random stimuli for inspiration

By embracing a culture of creative abundance, students increase their chances of stumbling upon truly innovative solutions.

6. Prototyping accelerates learning through rapid iteration and feedback

Rapid prototyping is valuable because students are able to learn faster through the accelerated process of prototyping and testing.

Building to think. Prototyping allows students to:

  • Communicate ideas tangibly
  • Test assumptions quickly
  • Discover unexpected challenges and opportunities
  • Refine solutions iteratively

Low-resolution prototypes. Encourage students to create quick, simple prototypes using readily available materials. Benefits include:

  • Faster iteration cycles
  • Reduced attachment to initial ideas
  • More opportunities for feedback and improvement

Prototyping mindset. Emphasize that prototypes are learning tools, not final products. This mindset helps students:

  • Embrace experimentation
  • Learn from failures
  • Adapt their designs based on feedback

By making ideas tangible early and often, students accelerate their learning and improve their solutions more effectively.

7. Testing with users reveals insights and drives continuous improvement

Testing brings the focus back to the end user to reveal hidden insights that the students would have never foreseen without the end user experiencing their prototype.

User-centered feedback. Testing prototypes with actual users provides:

  • Authentic reactions and insights
  • Opportunities to observe unexpected behaviors
  • Validation or refutation of design assumptions

Capturing feedback. Tools for documenting test results:

  • Feedback Capture Grid: Organize observations into likes, critiques, questions, and ideas
  • Video recordings: Review user interactions in detail
  • User interviews: Gather qualitative feedback on the experience

Iterative improvement. Use test results to:

  • Identify failure points and areas for improvement
  • Generate new ideas based on user insights
  • Refine prototypes for the next iteration

By continuously testing and refining their designs, students learn to create solutions that truly meet user needs.

8. Cultivate a culture that embraces failure as a learning opportunity

Failure is part of the culture in my classroom. Give students permission to be different, try new things, and innovate, even if this means pursuing the unconventional.

Reframing failure. Help students see failures as:

  • Valuable learning experiences
  • Steps towards improvement
  • Opportunities for unexpected discoveries

Strategies for embracing failure:

  • Share examples of famous failures that led to success
  • Celebrate "productive failures" in the classroom
  • Encourage risk-taking and experimentation

Building resilience. By normalizing failure, students develop:

  • Persistence in the face of challenges
  • Confidence to try new approaches
  • Adaptability in problem-solving

Creating a safe environment for failure fosters innovation and helps students develop the resilience needed for real-world success.

9. Integrate Design Thinking with project-based learning for authentic experiences

PBL is a powerful pedagogical tool that enhances the DT experience with its emphasis on real-world problems, inquiry, and collaboration.

Authentic learning context. Combining Design Thinking with project-based learning (PBL) provides:

  • Real-world scenarios for applying DT skills
  • Opportunities for sustained inquiry and deep learning
  • Meaningful connections between academic content and practical applications

PBL framework:

  1. Launch project with an entry event and driving question
  2. Build knowledge and skills through sustained inquiry
  3. Develop and revise products that answer the driving question
  4. Present final products to an authentic audience

By integrating DT into PBL, students engage in authentic problem-solving experiences that mirror real-world challenges and professional practices.

10. Develop Design Thinking projects by aligning standards across disciplines

Finding connections between the standards of multiple disciplines, try unpacking the standards into knowledge and skills, and see if any of them could be integrated.

Transdisciplinary approach. Design Thinking projects can integrate standards from multiple subject areas:

  • Identify overlapping themes and skills across disciplines
  • Unpack standards into knowledge and skills components
  • Look for real-world scenarios that naturally combine multiple subjects

Project development process:

  1. Examine content standards from multiple subjects
  2. Brainstorm real-world scenarios that incorporate these standards
  3. Identify end users who will benefit from students' work
  4. Develop a driving question that encompasses the project scope

Benefits of integration:

  • Authentic application of knowledge and skills
  • Deeper understanding of connections between disciplines
  • More engaging and meaningful learning experiences

By aligning standards across subjects, teachers can create rich, multifaceted Design Thinking projects that reflect the complexity of real-world challenges.

11. Implement Design Thinking gradually, starting small and iterating

Start small. Form an after-school club where you have the flexibility to try a small-scale version of a DT project you've developed and learn what works, what doesn't work, and what would need to be improved.

Incremental implementation. Introduce Design Thinking gradually:

  • Start with an after-school club or single class period
  • Focus on one phase or mindset at a time
  • Iterate and improve based on experience and feedback

Continuous improvement. Treat your DT implementation as a design process itself:

  • Prototype small-scale projects
  • Test with students and gather feedback
  • Refine and expand based on lessons learned

Building capacity. As you gain experience:

  • Develop more complex, interdisciplinary projects
  • Train colleagues and expand DT across grade levels
  • Create a school-wide culture of innovation and design thinking

By starting small and iterating, teachers can build their capacity to implement Design Thinking effectively and create transformative learning experiences for their students.

Last updated:

Review Summary

4.13 out of 5
Average of 10+ ratings from Goodreads and Amazon.

Design Thinking in the Classroom receives positive reviews, with an overall rating of 4.13 out of 5 on Goodreads. Readers appreciate the book's mix of concrete activity suggestions and general principles for developing a design mindset in children. One reviewer found it slow to start but ultimately valuable, highlighting numerous examples throughout. Another reader praised its good ideas for helping kids develop design thinking skills. The book appears to be a useful resource for educators looking to integrate design thinking into their classrooms.

Your rating:

About the Author

David Lee is an experienced educator specializing in STEM and EdTech. Currently working as the elementary STEM/EdTech Specialist at Singapore American School, he focuses on integrating STEM subjects into classrooms to enhance student engagement and develop 21st-century skills. Previously, Lee served as the STEM Coordinator at Korea International School, where he contributed to curriculum development and professional training. He has presented at various educational conferences and was a keynote speaker at STEMapalooza. Lee holds a master's degree in education with an emphasis on EdTech, and his research focused on implementing 1:1 programs incorporating essential student outcomes and support systems.

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