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Launch

Launch

Using Design Thinking to Boost Creativity and Bring Out the Maker in Every Student
by John Spencer 2016 298 pages
4.09
500+ ratings
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Key Takeaways

1. Creativity is for everyone: Unleash your inner maker

We believe that all kids are naturally creative and that every classroom should be filled with creativity and wonder.

Everyone is creative. Creativity is not limited to a select few "creative types." It's a fundamental human trait that can be nurtured and developed in all students. Creative thinking is as vital as math, reading, or writing. By embracing creativity in the classroom, teachers can empower students to become makers, designers, artists, and engineers.

Creativity takes many forms. It's not just about art or music. Creativity can be found in problem-solving, innovating, storytelling, and more. By broadening our definition of creativity, we can help students recognize and develop their unique creative strengths. This approach also allows teachers to work from their own creative strengths while tapping into the creative potential of their students.

Creative classrooms bridge the "Creative Chasm." In today's digital world, there's a growing divide between passive consumers and active creators. By fostering creativity in schools, we can help students move from simply consuming knowledge to actively creating and innovating. This prepares them for a future where creative thinking and problem-solving skills are increasingly valuable.

2. The LAUNCH Cycle: A framework for design thinking in education

Design thinking provides a way to think about creative work. It starts with empathy, working to really understand the problems people are facing before attempting to create solutions.

The LAUNCH Cycle stages:

  • L: Look, Listen, and Learn
  • A: Ask Tons of Questions
  • U: Understand the Information
  • N: Navigate Ideas
  • C: Create
  • H: Highlight and Improve

A flexible framework. The LAUNCH Cycle provides structure to the creative process without stifling innovation. It guides students through the stages of design thinking, from initial awareness and empathy to final product launch. This framework can be adapted for various subjects, grade levels, and project types.

Balancing structure and freedom. While the cycle provides a clear path, it's not meant to be followed rigidly. Teachers can modify the process to fit their classroom needs and project goals. The key is to maintain the overall flow from initial awareness to final launch, allowing for iteration and improvement along the way.

3. Look, Listen, and Learn: Start with awareness and empathy

Awareness can be scientific or artistic, social or economic, human centered or systems centered. Awareness can look different for each student in each class.

Begin with observation. Start by having students observe phenomena, explore their environment, or consider social issues. This initial awareness phase taps into students' natural curiosity and sets the stage for deeper inquiry.

Seven ways to tap into awareness:

  1. Observe a phenomenon
  2. Tap into natural wonder
  3. Start with awareness about a specific issue
  4. Begin with empathy toward a specific group
  5. Start with a specific problem that needs to be solved
  6. Start with a product idea
  7. Start with a geeky interest

Foster empathy. Encourage students to consider the perspectives and needs of others. This human-centered approach to problem-solving helps students create more meaningful and impactful solutions.

4. Ask Tons of Questions: Embrace curiosity and inquiry

We want to see kids asking tons of questions. In fact, we are convinced that this is where learning begins.

Questions drive learning. Encourage students to generate many questions about their topic or problem. This phase fuels curiosity and sets the stage for deeper research and understanding.

Strategies to promote questioning:

  • Model the process of asking questions
  • Provide sentence stems for students who struggle
  • Use "Wonder Days" to explore student-generated questions
  • Give feedback on the quality of questions
  • Practice questioning often in various contexts

Create a questioning culture. Foster an environment where students feel safe asking any question, no matter how "silly" it might seem. Emphasize that there are no stupid questions in the design process, as even seemingly unrelated ideas can spark innovation.

5. Understand the Information: Research and explore deeply

Research is anything we do to answer our questions and make sense of new information.

Expand the definition of research. Research isn't limited to reading books or articles. It can include interviews, data analysis, hands-on experimentation, and multimedia exploration.

Five types of research in design projects:

  1. Research through reading
  2. Multimedia research
  3. Exploring data
  4. Interviews
  5. Hands-on research

Guide the process. Teach students how to evaluate sources, recognize bias, and synthesize information. Provide scaffolding for younger students or those new to research. Encourage students to connect their research back to their initial questions and project goals.

6. Navigate Ideas: Brainstorm, evaluate, and plan

Creative projects are inherently challenging (especially in the research phase). However, when students can begin with their own geeky interests, they can persevere.

Start with individual brainstorming. Allow students to generate ideas on their own before sharing with a group. This ensures all voices are heard, especially those of introverted students.

Use visual methods. Encourage students to create idea webs, sketches, or mind maps to visually represent their thoughts and connections between ideas.

Evaluate and refine ideas. Teach students to critically assess their ideas using criteria like originality, feasibility, and alignment with project goals. Guide them in combining and improving upon initial concepts.

Create a detailed plan. Use the PARTS framework:

  • Product Idea
  • Audience
  • Roles
  • Tasks
  • Solution

7. Create: Embrace the messy process of making

Creative work is, well, work. For all the talk of creativity in schools, one of the reasons so few people engage in creative work is that it's really, really hard.

Expect challenges. Creating is often slow, messy, and frustrating at first. Prepare students for this reality and emphasize that struggle is a normal part of the creative process.

Common challenges in the creation phase:

  • It takes time
  • It feels scary
  • Classroom management issues
  • Not enough resources
  • It gets boring
  • It doesn't have meaning

Strategies for success:

  • Provide ample time and resources
  • Foster a growth mindset and encourage risk-taking
  • Establish clear expectations and procedures
  • Embrace limitations as opportunities for creative problem-solving
  • Help students connect their work to a larger purpose

8. Highlight and Improve: Iterate and refine your work

In design thinking, we embrace mistakes as part of the learning process. Kids begin the project knowing they won't get it right on the first try.

Create a feedback culture. Teach students how to give and receive constructive criticism. Use peer feedback sessions and self-reflection to identify areas for improvement.

Implement revision cycles. Use short, focused periods of revision followed by quick improvements. This helps maintain momentum and prevents students from getting overwhelmed.

Celebrate progress. Highlight both successes and failures as opportunities for learning. Help students see how each iteration brings them closer to their final goal.

9. Launch to an Authentic Audience: Share your creation with the world

When we LAUNCH, students have the opportunity to be the change they wish to see in the world. They know that their voice counts, their work matters, and their passion can be contagious.

Prepare for launch. Teach students about marketing and how to effectively share their work with an intended audience. This includes identifying the right platforms, crafting compelling messages, and considering ethical marketing practices.

Create real-world connections. Look for opportunities to share student work beyond the classroom. This could include community events, online platforms, or partnerships with local organizations.

Reflect on impact. After launching, encourage students to gather feedback and consider the real-world effects of their creations. This reflection can lead to new awareness and spark ideas for future projects.

10. Overcome challenges: Address common obstacles in creative classrooms

Creativity is as much an attitude as it is an action. It is a decision to persist, to show up and do the work, even when you don't feel like it.

Common challenges:

  • Rigid curriculum maps
  • Time constraints
  • Limited resources
  • Assessment concerns
  • Stakeholder buy-in

Strategies for success:

  • Align projects with existing standards and curriculum goals
  • Start small and gradually expand creative projects
  • Embrace limitations as opportunities for innovation
  • Use standards-based grading to assess both process and product
  • Communicate clearly with administrators, parents, and colleagues about the value of creative learning

Foster a creative mindset. Help students (and yourself) develop the attitudes and habits that support creative work. This includes embracing failure, persisting through challenges, and seeing mistakes as opportunities for growth.

Last updated:

Review Summary

4.09 out of 5
Average of 500+ ratings from Goodreads and Amazon.

LAUNCH receives generally positive reviews, with readers praising its practical approach to implementing design thinking in classrooms. Many find it useful for project-based learning and fostering creativity. Some criticize its length and oversimplification of educational challenges. Teachers appreciate the actionable ideas and framework provided, though a few feel it lacks depth in certain subjects. Overall, reviewers see it as a valuable resource for educators looking to incorporate creative processes and design thinking into their teaching methods.

Your rating:

About the Author

John Spencer is an assistant professor of instructional technology and former middle school teacher with 12 years of experience. He is known for using design thinking and creative processes in education. Spencer is a frequent keynote speaker and has presented at the White House Future Ready Summit and given a TEDx Talk on creative constraints. His research and writing have been featured in various publications, and he has authored a book and co-founded an educational platform. Spencer's work focuses on innovation in education and transforming professional development.

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