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Design Thinking is widely acknowledged as a framework for the design process, refined and implemented by David M. Kelly of IDEO circa 1991. Design Thinking emerged from an exploration of theory and practice, in a range of disciplines to describe and structure the process of design, to place focus on innovation to address the human and the technological and strategic needs. Design Thinking can be applied to designing objects, environments, experiences, cultural institutions, business, and leadership; there have been and continue to be hundreds if not thousands of books, articles, and talks on Design Thinking. Where the power and potential of Design Thinking remains steadfast, over the years the term Design Thinking has been reduced a buzzword, or has it?

 

Design Thinking as a commodity? Recently, the director of product development at a highly competitive manufacturer of consumer products told a group of industrial design students: “telling potential employers that you practice Design Thinking is useless, it will not distinguish you from any other candidate….everybody says they are Design Thinkers”. What does this mean and what are the consequences to design education?

 

Thinking differently, rather than a commodity, what if Design Thinking is viewed (taught) as a foundational skill for design students - like Drawing /Visualization, Perspective, Color Theory, and Design Principles? Just as design students are taught to “see” when learning foundational skills, they can be taught to “think”…to incorporate Design Thinking into their knowledge base. As students build proficiency with the tools, methods, and media of the design discipline they fall back on the foundational skills, when striving to solve design problems they would apply Design Thinking to their work - put WHY in front of WHAT they are designing.

Dark Wood

A simplistic overview of Design Thinking
Building a WHY STORY with Design Thinking

Research

 

Understand/Ethnography

What is the problem and who are the end-users or audience?

Discover by deeply

understanding.

Document

Observe

Why is it a problem?

Document the needs to be addressed.

Analyze

Define

​Confirm both understanding

and need.

Create

 

Ideation

Wildly explore alternatives.

Build

Prototype

Make real, ‘gorilla prototypes’

then evolve.

Evaluate

Test

Is the solution plausible?

Are needs addressed?

Unfinished Lines

Design Thinking as a Commodity

Some thoughts.

Rather than students being taught Design Thinking as a distinct subject, infuse it everywhere possible in the students learning experience. Then just as the application of traditional foundational skills informs and shapes their doing, Design Thinking informs and shapes their thinking. 
 

Thinking skills

investigate/research

observe/record

brainstorm/explore

collaborate

refine/question

analysis 

validate

Where Design Thinking may be thought of as a buzzword or a catch-all by some, the discipline of “thinking” applied to doing will distinguish one design candidate over another. Mastery of foundational principles and skills, fluency of analogue/

digital methods and the ability to build a ‘Why Story’ are essential designing objects, environments, experiences, cultural institutions, in business and leadership - but not a commodity.

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