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Design thinking is a methodology for creative problem solving. You can use it to inform your own teaching practice, or you can teach it to your students as a framework for real-world projects. We believe that creative confidence comes from repeated practice using a human-centered creative process to solve problem scenarios called design challenges. Check out these tour modules we facilitate for students at the d.school. How to bring design thinking into your school Getting Ready Resources Helpful resources to train others about design thinking Workshops and materials from our network
Design Thinking for Educators Workshop Schedule
Weekly assignments, posted on Monday mornings, can be done at any time during the week. Each Monday we will post a new assignment. Participants will use Edutopia.org and a Ning site to complete the assignments at any time during the week. Registrants will receive a weekly email which covers that week's assignment with all the necessary links to resources. July 30 - August 3 (Week 1): Introduction to the Design Thinking Process What is Design Thinking? August 6 - 10 (Week 2): Discovery & Interpretation Phase I have a challenge. August 13 - 17 (Week 3): IdeationWe have a better understanding of our challenge. August 20 - 24 (Week 4): Experimentation & EvolutionI see an opportunity: What do I create? August 27-31 (Week 5): The Future In our final week, we'll work to apply Design Thinking in our school or community setting. COST: Free! Thanks for joining us!
Make Space
Make Space (John Wiley & Sons, 2012) is a new book based on the work at the Stanford University d.school and its Environments Collaborative Initiative. It is a tool for helping people intentionally manipulate space to ignite creativity. Appropriate for designers charged with creating new spaces or anyone interested in revamping an existing space, this guide offers novel and non-obvious strategies for changing surroundings specifically to enhance the ways in which teams and individuals communicate, work, play—and innovate. This work is based on years of classes and programs at the d.school including countless prototypes and iterations with d.school students and spaces. CLICK BELOW TO DOWNLOAD THREE HOW TO SPREADS FROM THE BOOKZ-RackT-WallFoam CubesHiding Place Make Space breaks down content into 5 buckets: Tools—tips on how to build everything from furniture, to wall-treatments, and rigging Situations—scenarios, and layouts for sparking creative activities
6 Expert Tips for Flipping the Classroom
Tech-Enabled Learning | Feature Page 4 of 5 6 Expert Tips for Flipping the Classroom He admits the flipped model requires more flexibility on the part of the professor. 5) Set a specific target for the flip. 6) Build assessments that complement the flipped model.
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Design Thinking » thoughts by Tim Brown
Design Thinking for Educators (Five-Week Virtual PD...
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Design Thinking: Creative Ways to Solve Problems
Tinkering Hands: Students at a suburban San Francisco school work on redesigning a preschool room. Designers see the world differently than the rest of us. What if the same were true for the learning process? By applying the techniques of product design to education, they want to loosen the narrow, rigid process of traditional learning and show teachers how to tap into students' deep wells of creativity, encourage them to see nuanced problems from inside the very core of an issue, and make critical thinking essential to solving any problem. The k12 Lab has distilled the design process down to the following steps: Understand, Observe, Define, Ideate, Prototype, and Test. Melissa Pelochino, a teacher at an economically disadvantaged school in nearby East Palo Alto, is a k12 Lab convert. "Our kids spend their time trying to figure out what answer the teacher wants to hear rather than on what they want to say," she explains. PDF [4.1 mb] Download: k12 Lab's Design Challenge tool kit
What is Design Thinking, Really
If you’re a businessperson or someone interested in understanding how to facilitate innovation, you’ve probably heard of “design thinking” by now. Coined by IDEO’s David Kelley, the term refers to a set of principles, from mindset to process, that can be applied to solve complex problems. I’ve seen articles lately ranging from those that highlight its potential, [Design Thinking for Social Innovation, How does design thinking give companies a competitive advantage?] to those that warn of it’s impending failure as a practice [Why Design Thinking Won't Save You , The Coming Boom and Bust of Design Thinking]. I just got through the book a few days ago, and feel like I “get it.” Design Thinking as a Path to Innovation Though the subtitle of the book is “How Design Thinking Transforms Organizations and Inspires Innovation,” what Brown is actually proposing in this book goes far beyond offering advice for keeping your business on the leading edge of innovation. Tools for Design Thinking
rcs5M : Prototyping for the library...
Iterative Design: Towards the Perfect Paper Plane
Iterative design isn’t design by trial and error. Iterative design is a process of continually improving not just the design, but also the problem your design is trying to solve. Coming up with a solution is often the most straightforward part of the design process. That isn’t to say that creating the solution is easy, or doesn’t require a deep knowledge and honed skill set. A good problem statement gives a tight set of constraints within which to work. Marissa Mayer, the Google VP for User Experience, said it well: “When people think about creativity, they think about artistic work — unbridled, unguided effort that leads to beautiful effect. I’ve been on a quest for the last 16 years. But my quest didn’t start with the duration as its goal. Design Goal: Make a paper-plane Like most kids, my first airplane was the “dart”. After playing with the dart for a bit, I was unsatisfied: it flies less like a airplane than a rock with ersatz wings. These two requirements led to a new design goal.
Stanford Design Thinking Workbook
A little background on the project The project you’re holding in your hands is an iteration on the d.school’s iconic “Wallet Project.” The original wallet project was created as an introduction to designthinking or the d.school’s inaugural Boot Camp class in the Winter o 2006. It has since been contributed to, modied, stretched, and evolved by many d.schoolcollaborators.The Wallet Project is an immersive activity meant to give participants a ull cycle through the design thinking process in as short a time as possible. The projectitsel gives acilitators the opportunity to touch on the undamental values o the d.school—human-centered design, a bias towards action, and a culture o iterationand rapid prototyping—without attempting to communicate all o the methods and activities that the term “design thinking” encompasses.Why did we choose a wallet as the starting point or the introductory design challenge? ci e able or participants. Why project-based, team-facilitated learning? do lead