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Habibah Khan
IDT 8078
Dr. Clif Mims
April 2014
1
Reflections
Design thinking is a methodology for
innovation that lets creativity define and
solve problems.
Design thinking is in the designer and not
the artifact produced
Objective 1
2
Concept
Problem
interpret
Ideate
Prototype
Solve
implement
3
•What
if?
•What
feedback
•What is
it?
•What
works
Solution
Problem
Define
Research &
Analyze
Create
prototypes
4
Collaboration
Brainstorming
5
Objective 2
6
Tools
 Visualization is about using graphics. it’s about
making thinking visible. It pushes us to express our
thinking not only in word but in paper. It is a way of
unlocking a different part of our brains that allows us to
think nonverbally and showcase our thinking.
Examples of free web 2.0 tools:
Piktochart, Easel.ly, Visual.ly, Glogster
7
 Prototyping skills use abstract or new ideas substantial
to potential learners or customers. These tools or apps
encourage deep thinking and analysis by important
stakeholders to provide feedback.
 Examples of free web 2.0 tools :
Storyboarding, Articulate Storyline, Mind maps,
Sketchup, Acad, SketchBook Express.
8
 Hypothesis testing focuses on identifying
assumptions underlying the attractiveness of a
new idea or thought and using available data to
assess the likelihood that these assumptions will
turn out to be true. These assumptions can be
tested through attention experiments, followed
by field experiments, which subject new concepts
to tests value creation, execution, scalability, and
defensibility.
Examples of free web 2.0 tools: Case studies,
pre-test, post test
9
 Concept Mapping is used to represent how ideas
or other items are linked to a central idea and to each
other. Mind maps are used to generate, visualize,
structure, and classify ideas to look for patterns and
insights that provide key design criteria.
Examples of free web 2.0 tools:
bubbl.us, MindMup, WiseMapping
10
Storytelling is exactly how it sounds: piece
together a story rather than making some
bulleted notes. It gives a picture of the whole
idea.
Examples of free web 2.0 tools :
Storehouse, Storybird, Storyjumper.
11
 Balance
Create a balance
between what a
learner need to
know in the 21st
century and the
tool to design their
learning
instruction to
achieve a
successful
outcome.
Objective 3
Design thinking in a Lesson Plan
12
 Frame
We now research
what best fits 21st
century learning
curve. We study how
to design a lesson
plan to achieve
learning gain
13
 Toolkit
We are now in an innovative technology world. It
requires ways to present ideas and information
for learner assimilation. We search for tools that
will help best present the ideas we have to
learners and ask for feedback.
14
 Evolution
We use the feedback
to improve our lesson
plan for better
understanding and
better learning gain.
Hence solving our
problem.
15
Learning Extension
 Making thinking visible goes through the process of
design thinking. Though we may not consciously
follow the steps of design thinking but we do exactly
that when making a concept visible to fellow
readers.
 The process of design thinking allows us to reach
higher order thinking (HOTS).
Analyze Evaluate Create
16
Conclusion
Design thinking helps:
 Reduce fear of failure,
 Reduce fear of flaws,
 Its experimental until solution is reached,
 Develops creative and critical thinking,
 Encourage collaborative learning,
 Reduce fear of risk,
 Validates action,
 Solve real world problems.
17
Reference
18
 Razzouk, R & Shute, V (2012),What Is Design
Thinking and Why Is It Important? Review Of
Educational Research 82: 330
 Winslow, J & Dickerson, J;(2012). Design Effects of
Screen-Captured Tutorials on Student Achievement
.International Journal of Instructional Media, Vol. 39,
No. 4
 Todd, R., & Magleby, S. (2004). Evaluation and
rewards for faculty involved in engineering design
education. International Journal of Engineering, 20,
333–340.

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Design thinking - Project Zero

  • 1. Habibah Khan IDT 8078 Dr. Clif Mims April 2014 1
  • 2. Reflections Design thinking is a methodology for innovation that lets creativity define and solve problems. Design thinking is in the designer and not the artifact produced Objective 1 2
  • 7. Tools  Visualization is about using graphics. it’s about making thinking visible. It pushes us to express our thinking not only in word but in paper. It is a way of unlocking a different part of our brains that allows us to think nonverbally and showcase our thinking. Examples of free web 2.0 tools: Piktochart, Easel.ly, Visual.ly, Glogster 7
  • 8.  Prototyping skills use abstract or new ideas substantial to potential learners or customers. These tools or apps encourage deep thinking and analysis by important stakeholders to provide feedback.  Examples of free web 2.0 tools : Storyboarding, Articulate Storyline, Mind maps, Sketchup, Acad, SketchBook Express. 8
  • 9.  Hypothesis testing focuses on identifying assumptions underlying the attractiveness of a new idea or thought and using available data to assess the likelihood that these assumptions will turn out to be true. These assumptions can be tested through attention experiments, followed by field experiments, which subject new concepts to tests value creation, execution, scalability, and defensibility. Examples of free web 2.0 tools: Case studies, pre-test, post test 9
  • 10.  Concept Mapping is used to represent how ideas or other items are linked to a central idea and to each other. Mind maps are used to generate, visualize, structure, and classify ideas to look for patterns and insights that provide key design criteria. Examples of free web 2.0 tools: bubbl.us, MindMup, WiseMapping 10
  • 11. Storytelling is exactly how it sounds: piece together a story rather than making some bulleted notes. It gives a picture of the whole idea. Examples of free web 2.0 tools : Storehouse, Storybird, Storyjumper. 11
  • 12.  Balance Create a balance between what a learner need to know in the 21st century and the tool to design their learning instruction to achieve a successful outcome. Objective 3 Design thinking in a Lesson Plan 12
  • 13.  Frame We now research what best fits 21st century learning curve. We study how to design a lesson plan to achieve learning gain 13
  • 14.  Toolkit We are now in an innovative technology world. It requires ways to present ideas and information for learner assimilation. We search for tools that will help best present the ideas we have to learners and ask for feedback. 14
  • 15.  Evolution We use the feedback to improve our lesson plan for better understanding and better learning gain. Hence solving our problem. 15
  • 16. Learning Extension  Making thinking visible goes through the process of design thinking. Though we may not consciously follow the steps of design thinking but we do exactly that when making a concept visible to fellow readers.  The process of design thinking allows us to reach higher order thinking (HOTS). Analyze Evaluate Create 16
  • 17. Conclusion Design thinking helps:  Reduce fear of failure,  Reduce fear of flaws,  Its experimental until solution is reached,  Develops creative and critical thinking,  Encourage collaborative learning,  Reduce fear of risk,  Validates action,  Solve real world problems. 17
  • 18. Reference 18  Razzouk, R & Shute, V (2012),What Is Design Thinking and Why Is It Important? Review Of Educational Research 82: 330  Winslow, J & Dickerson, J;(2012). Design Effects of Screen-Captured Tutorials on Student Achievement .International Journal of Instructional Media, Vol. 39, No. 4  Todd, R., & Magleby, S. (2004). Evaluation and rewards for faculty involved in engineering design education. International Journal of Engineering, 20, 333–340.