Design Thinking Solves Real Problems
Project-based learning, or PBL, that happens in schools nearly always seems to be based around fake problems. I don't know how we manage it as educators, but if we can find a lame problem that needs solving, we'll give it to the students. In turn, we largely end up with students who are happy to play the game of working our fake problems, and even proposing more fake problems themselves.
Design Thinking, the immersion, synthesis, ideation and prototyping process of creative thinking that I've witnessed in the creative industries for the past three years and have, for the past eight months tried to bring to more schools around the world, is about solving real problems. The type that affect real people's lives.
Part of this is to do with the physical space of the learning environment, something we can work on in small steps or in revolutionary renovations and rebuilds, as I described last week. Some of this we can do, though, through our aspirations and subsequent actions.
From the Stanford d.school site comes this story, showing how something as 'traditional' as "studying a book for English class" can be given the Design Thinking treatment and come out a far richer, far more educational and far more useful experience for all concerned:
Her students were reading the novel Monster, by Walter Dean Myers, and their design challenge was to "create a way for inmates to feel more comfortable in their cells." They used details from the book and pictures from the Internet to immerse themselves in imagining what living in a small cell would be like. Melissa gave her students cameras and Andy asked if he could take the camera to the jail where his father was currently serving time and bring back pictures to add to the class observation chart. Andy had not visited his father for quite some time.
At the facility, he was not allowed to take pictures. Instead, he took detailed notes. He also brought the book with him and read to his dad for over an hour. In recounting this story, Melissa said that she believed that Andy just needed a reason to visit his father and felt that he could contribute in some way to him though this project.
Soon after, she noticed that the book began traveling with Andy everywhere. It was always in his hand as he walked through the hallways, replacing his ever-present football. She believed that it became symbolic to Andy, representing a bonding moment between him and his dad, and a connection that he had been he yearning for. The following week, Melissa brought the class to the Elmwood Detention Center to prototype their designs. While there, Andy met Sergeant Liddle ,who tested their prototypes. After his positive experience at the prison, Andy has set a goal to become a police officer. Since that challenge, Andy has not yet been back to see his father and his football has returned to his hand. However, the design challenge became the hub of a wheel for Andy that brought together family, literacy and community.
Picture of the d.school learning space from my visit last week.

YOUR WORK IS AMAZING
BEST REGARDS, KIM
Posted by: Haier HC125FVS | October 07, 2010 at 02:01 AM
Hi Ewan:
We have recently created a LinkedIN group for educators, researchers, designers and anyone interested in the role of design thinking and creativity in education. I would like to invite you to join this group.
The group is one of the actions of CREACIT project. The aim of CreaCIT is to develop an e-learning environment for product development, and its target group comprises students and teachers in the secondary and tertiary levels of education.
CreaCIT works closely within the defined EU strategy for innovation to foster the creative skills and lateral thinking required by the introduction of modular interactive teaching content focusing on those areas.
CREACIT is a Leonardo da Vinci transnational project coordinated by Alvar Aalto University (Finland)
Posted by: Ivan Diego | November 03, 2010 at 04:04 PM