Getting Started with Design Thinking
Design thinking is a flexible process for getting the most out of the creative process. It is used in the arts, in engineering, in the corporate world, at universities, and in social and civic spaces. You can use it in every subject with every age group. It works when creating digital content or when building things with duct tape and cardboard. It can even be used in planning events or in designing services. Scroll down to find articles, videos, and free resources to get started on your design thinking journey.
What Is Design Thinking?
Every day, I ask my kids, “What did you make in school today?” Too often, they can’t give me an answer. But on the days that they do, their eyes light up and they passionately describe their projects. It’s in those moments that I am reminded that making is magic.
But here’s the thing: this is hard to pull off. We all have curriculum maps and limited resources and standards we have to teach. We don’t always have fancy maker spaces or high-tech gadgetry. Our time is limited and so creativity is often a lofty ideal that rarely becomes a reality.
This is what I love about design thinking. It works within the standards in every subject. It’s a flexible approach that you can use with limited resources. It isn’t something new that you add to your crowded schedule. Instead, it’s an innovative approach to the work you are already doing — a process designed specifically to boost creativity and bring out the maker in every student.
This is why A.J. Juliani and I developed the LAUNCH Cycle. It’s a design thinking framework specifically tailored to K-12 classrooms that you can use at any grade level. Think of it this way. Making is the mindset. Design thinking is the process. The LAUNCH Cycle is the framework.
The Student-Friendly LAUNCH Cycle
For the last 15 years, I’ve used design thinking. As a teacher, I used it for everything from coding projects to service projects to documentaries to engineering challenges. As startup co-founder, we used the design thinking cycle for product development. As an author, it’s a framework I use for publishing. However, as a teacher, I realized that design thinking needed to be relevant, developmentally-appropriate, and simple enough that any child could use it.
A.J. Juliani and I realized the need for a student-friendly design thinking framework tailored specifically for a K-12 environment. We both had spent over a decade using design thinking and we had each added a few innovations, including an inquiry phase, a research phase, and a launch phase. After testing this out in multiple classrooms, we finalized the LAUNCH Cycle.
You can read all about it in our book Launch: Using the Design Thinking Process to Boost Creativity and Bring Out the Maker in Every
We created an acronym to help make it easier to remember:
L: Look, Listen, and Learn
In the first phase, students look, listen, and learn.The goal here is awareness. It might be a sense of wonder at a process or an awareness of a problem or a sense of empathy toward an audience.
A: Ask Tons of Questions
Sparked by curiosity, students move to the second phase, where they ask tons of questions.
U: Understanding the Process or Problem
This leads to understanding the process or problem through an authentic research experience. They might conduct interviews or needs assessments, research articles, watch videos, or analyze data.
N: Navigate Ideas
Students apply that newly acquired knowledge to potential solutions. In this phase, they navigate ideas. Here they not only brainstorm, but they also analyze ideas, combine ideas, and generate a concept for what they will create.
C: Create a Prototype
In this next phase, they create a prototype. It might be a digital work or a tangible product, a work of art or something they engineer. It might even be an action or an event or a system.
H: Highlight and Fix
Next, they begin to highlight what’s working and fix what’s failing. The goal here is to view this revision process as an experiment full of iterations, where every mistake takes them closer to success.
Launch to an Audience
Then, when it’s done, it’s ready to launch. In the launch phase, they send it to an authentic audience. They share their work with the world!
Design Thinking Articles
The following is a series I created on design thinking. Note that I continue to update this and revise this, so be sure to bookmark this page an come back to revisit it periodically.
Part One: An Overview of Design Thinking
- Every Child Is a Maker
- Seven Myths Keeping Teachers from Implementing Creative Projects
- 10 Things That Happen When Students Engage in Design Thinking
- What is design thinking?
Part Two: The LAUNCH Cycle
- Curious About Design Thinking? Here’s a Framework You Can Use in Any Classroom
- Look, Listen, and Learn: Building on Awareness
- Ask Tons of Questions: Tapping into Student Inquiry
- Understand the Process and Problem: A Student-Centered Approach to Research
- Navigate Ideas: Improving the Brainstorming Process
- Create a Prototype: What do we mean by making?
- Highlight and Fix: Helping Students Embrace Revision.
- Launch to the World: Share Your Product and Your Process.
Part Three: Taking the Leap
- How do I get permission from my principal? How do I communicate this to my parents?
- Design Thinking Can Work With Any Subject Area
- What if I don’t have a makerspace?
- What if if I don’t have the best technology? Can design thinking work when you don’t have devices?
- What can I read on this topic? Fifty recommended books on creativity here.
- Frequently Asked Questions on Design Thinking
- What does it look like in action? Check this out: More Than 40,000 Students Participated in Our Global Day of Design
Additional Articles on Design Thinking
- Using Design Thinking to Innovate In Your Own Practice
- Why Mistakes Make Growth Possible
- Why Creative Types Hate Selling and What To Do About It
- What Two Cooking Shows Taught Me About Design Thinking
- Great Design Can Begin Anywhere
- Using Design Thinking for a NANOWRIMO Project
- Treating Challenges as Design Opportunities
- How Nature Inspires Better Design through Biomimicry
- 7 Strategies for Building Empathy in Students
- Students Should Share Both Their Process and Product