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Review
September
2012,
DOl:
of Educational
Research
2012
AERA.
http://rer.aera.net
Design
engages
from
is to summarize
The primary purpose
and
of this article
on design
its char
thinking to (a) better understand
as well as the differences
between
novice
and
processes,
the literature.
synthesize
acteristics
the research
and
expert design thinkers, and (b) apply the findings from the literature
regard
ing the application
system. The authors'
of design thinking to our educational
and characteristics
is to identify the features
goal
overarching
of design
its importance
in promoting
students 'problem-solving
thinking and discuss
skills
in the 21st
Keywords:
century.
design
thinking,
design
process,
expertise,
requires
a person
to develop
and use
a different
expert
and
novice.
set of skills
than were
needed
before (Shute & Becker, 2010). One of these skills is called design thinking.
Design has been widely considered to be the central or distinguishing activity of
engineering (Simon, 1996). It has also been said that engineering programs should
graduate engineers who can design effective solutions to meet social needs (Evans,
McNeill, & Beakley, 1990). Like problem solving, design is a natural and ubiqui
tous human activity. Needs and dissatisfaction with the current state combined
with
a determination
that some
action
must
be taken
to solve
the problem
is the
start of a design process. In this view, many scientists have been designing and
acting as designers throughout their careers, albeit often not being aware of or
recognizing that they are performing in a design process (Braha & Maimon, 1997).
According to Braha and Maimon (1997), engineering lacks sufficient scientific
foundations. Historically, engineering curricula have been based on models that
are devoted to basic science, where students apply scientific principles to techno
logical problems. However, this practice produces engineering graduates who
were perceived by industry and academia as being unable to practice in industry.
This concern caused leaders of engineering departments and colleges to recognize
330
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Design
the intellectual
cation
(Todd
and
complexities
resources
demanded
&
This awareness
Magleby,
2004).
courses
to include
industry-sponsored
of existing
vide real problems
with
along
real-world
Design
has
thinking
also
started
to support
edu
good design
in the improvement
resulted
where
projects
companies
pro
has
expertise
to receive
Thinking
1994;
(Bright,
attention
increased
Todd,
Dutson,
in business
set
tings. This is because the design of products and services is a major component of
business
to the extent
competitiveness,
that many
known
have
companies
commit
ted themselves to becoming design leaders (Dunne & Martin, 2006). And although
design thinking has become an integral part of the design and engineering fields as
well
it can
as business,
have
also
a positive
influence
on 21st
century
education
problems.
is, in academic
students
environments,
are
required
to read
for college
and
how
people
criti
cally, think and reason logically, and solve complex problems (Rotherham &
Willingham, 2009). Thus, to help students succeed in this interconnected, digital
world we live in, educators should support students in developing and honing 21st
century skills (e.g., design thinking, systems thinking, and teamwork skills) that
enhance
their
skills
problem-solving
and
prepare
them
career
and
design
majors
in universities
because
it can
change
learn
and solve problems (e.g., Dym, Agogino, Eris, Frey, & Leifer, 2005; Fricke, 1999;
Nagai & Nagouchi, 2003). The topic of expertise in design has also been receiving
attention
in design
research.
In support
of these claims,
consider
the
increasing
number
of research
articles
on the topic of design
published
thinking
(e.g.,
large
Do & Gross, 2001; Goldschmidt & Weil, 1998; Owen, 2007; Stempfle & Badke
these research
there are stud
Schaube,
2002;
Tang & Gero, 2001).
Among
papers,
and comparisons
of the processes
of novice
ies of expert or experienced
designers
Cross
&
Ericsson
versus
&
Cross,
1998;
Smith,
1991;
Ho,
expert designers
(e.g.,
2001). Within this large body of design thinkingresearch, experimental and quasi
experimental
studies
are lacking.
Most,
Goals
and
are qualitative.
Focus
The dual aims of this article are to (a) summarize findings from the literatureof
design thinking to gain better understanding of its characteristics, processes, and
differences between novice and expert design thinkers and (b) apply the findings
from the literatureregarding design thinking to our educational system. Our over
arching goal is to identify the features and characteristics of design thinking and
show its importance in promoting students' problem-solving skills needed to succeed
in the 21st century.The major questions addressed in this review include (a) What
are the characteristics of design thinking, (b) what are the differences between a
novice and an expert design thinker,and (c) why is design thinking important?
331
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TABLE
Databases
used
Database
in searching
and Web
for articles
sites
Description
ERIC
that provides
extensive access to education-related
from the following two printed journals:
Re
in Education
(R1E) and Current Index to Journals
A database
literature
sources
in Education
{CIJE).
of back issues
A database
JSTOR
social
of core journals
in the humanities,
The gap between the most
and sciences.
sciences,
ScienceDirect
research.
contains
nearly
reference
e-books,
works,
book
and
series,
handbooks.
IEEE
A database
Xplore
that indexes,
for articles
Scholar
Scholar
The
was
peer-reviewed
from academic
IEEE
to search
Scholar
papers,
theses,
publishers,
universities,
repositories,
Xplore
employed
references.
specific
of Engineering
and
contains over
database
(IEEE)
Engineers
(IET).
Technology
2 million records.
is a Web
books,
abstracts,
and articles
societies,
professional
preprint
and other scholarly organizations.
Method
Many articles in the design thinking literature were identified and then col
lected. Table 1 lists and describes the online databases and Web sites that were
employed in this search-collection effort.The focus of the search was to access
full-text
documents
various
using
search
terms
or keywords
such
as design
think
ing, design cognition, design behavior, design studying, design reasoning, design
process, thinking of design, visual thinking, and prototyping. The search was not
limited to a particular date range or experimental studies. However, slight prefer
ence
was
given
collected.
From
to more
this
recent
set,
research.
a total
of more
In all, approximately
than 45 documents
150
met
documents
were
the criteria
for
inclusion in the literature review. The inclusion criteria consisted of topical rele
vancy of documents to the research questions in this article (e.g., design thinking
characteristics
and
processes,
novice
vs. expert
design
thinker,
and
the importance
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Design
Literature
authors
Many
written
have
about
Thinking
Review
of and
the nature
different
processes
underly
ing the design thinking process (e.g., Liu, 1996; Owen, 2007; Stempfle & Badke
We now present
2002).
a description
of the nature
cesses.
literature
Next, we present
of the literature
Schaube,
our review
with
of design
thinking,
regarding
expertise,
of this area,
starting
and pro
its characteristics,
novice
versus
expert
design
thinkers, and expertise in design. We then present our design thinking model
adapted from Shute and Torres (2012). Finally, we discuss the findings from the
literature, showing the importance of design thinking and providing suggestions
for future
research.
work,
is evaluated
to produce
Creative
knowledge.
people
tend to work
in
for phenomena
not well
driven
to synthesize
and
compositions,
how
finders
ences
and
among
what
understood.
they know
Makers
in new
are equally
constructions,
the fundamental
Given
concepts.
makers
think and work, other factors
professional
fields
and
therefore
help
creative,
arrangements,
might
similarly
to define
map
can
be drawn
to represent
both
content
the nature
and
between
reveal
thinking. One such factor is the content with which a field works.
A conceptual
patterns,
differences
process
differ
of design
factors
process
(Figure 1). Two axes define the map. Separating the map into left and right halves
is an analytic/synthetic axis that classifies fields by process (i.e., the way they
work). Fields on the left side of the axis are more concerned with finding or dis
covering; fields on the rightare concerned with making and inventing. A symbolic/
real
axis
are
more
Fields
concerned
and
policies,
Fields
together.
the artifacts
and systems
and
municate,
world
divides
and
live
in the lower
necessary
to manipulate
com
information,
half are concerned
with the real
for managing
the physical
environ
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Content:
> Symbolic
Real
Symbolic
VS.
Process:
Analytic
Synthetic
Symbolic
Symbolic
Analytic
Synthetic
Design
(
v
Analytic
Synthetic
Real
Real
Real
1. Conceptual
FIGURE
representation
of content and process
factors.
Note. Adapted from "Design Thinking: Notes on Its Nature and Use," by C. Owen, 2007. Design Research
16-27.
Quarterly, 2(1),
it is highly
ter. However,
bolism,
synthetic
and
has
design
of design
disciplines
a symbolic
component,
there is also an analytic
perform
synthesis,
It is important
to note
that a case
relationships
and
process.
because
we
to analyze,
want
our
concerned
strongly
because
can
deal
and
with
with
because
design
mat
subject
and
requires
sym
to
analysis
2007).
(Owen,
component
be made
for the positioning
of any field
fields
However,
is relative
and
to
not abso
mapping
this mapping
a means
for comparing
the
provides
fields with respect
to the two dimensions:
content
quadrants
in this
figure
students
to develop
higher-order
and thus readily
deal
innovate,
synthesize,
real-world
communications
is important
skills
thinking
with real-world
in education
and
be able
problems.
ship
between
space
lished
two
interdependent
of concepts
(C)
knowledge
available
neither
titioning
of C-sets
reasoning
activity
and
spaces
in K about
until
with
different
structures
and logic:
the
K contains
all estab
Space
C includes
that are
Space
concepts
in a step-by-step
Design
proceeds
par
the space
of knowledge
for designers,
while
an object.
C-set
a partitioned
becomes
(K).
a K-set,
well defined by a true proposition in K. Thus, for Hatchuel and Weil, design is a
that starts
with
to expand
it into other
attempts
At its core, design
thinking
a concept
about
a partially
unknown
and/or new knowledge.
refers to how designers
see and how
object
and
concepts
they
conse
ving
(c)
concepts/ideas,
view
what has
334
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(b)
been
Design
drawn
as
further
informing
efforts
design
&
(Do
Thinking
Gross,
2001;
&
Lloyd
Scott,
to more
complex
graphic
representations
by
detail.
adding
These
design diagrams facilitate the designer's reflection, dialogue, and self-critique and
therefore
serve
the purpose
of representing
and
the designer
testing
intent.
In other
words, diagrams serve as a primary vehicle for thinking and solving problems (Do
& Gross, 2001; Nagai & Noguchi, 2003).
Braha and Reich (2003) viewed the design process as a generic process where
designers
either
modify
the tentative
on new
based
specifications,
or current
is performed
of modification
process
lish a fit between
the problem
space,
and
cations,
the proposed
that has
information
in order
to remove
expressed
solution.
design
design
become
or the requirements
available.
ongoing
and estab
discrepancies
and
requirements
through
and
This
specifi
In 2000, Suwa, Gero, and Purcell argued that designing is a situated act, which
means
that designers
invent
issues
design
or requirements
in a way
that is situated
in the environment in which they design. The authors found a strong bidirectional
correlation
ments.
between
discoveries
are
in a previously
new
something
discoveries
unexpected
Unexpected
those
drawn
of issues
instances
a designer
element
when
of a solution
and require
perceives
Not
concept.
do
only
unexpected discoveries become the driving force for the invention of issues or
but also
requirements,
of invention
the occurrence
tends
to cause
new
unexpected
conceiving
or requirements
issues
that are
dynamically
related
to one
another). This also explains the opportunistic nature of design activity, as the
designer
pursues
issues
and
requirements
in an evolving
solution
concept.
and
a clear
how
and
it should
complete
bring
the cloudy
idea
itates
the development
to a more
concrete
form.
Sketches
and
models
clarify
the
characteristics of the product, helping to form a specific line of thought that facil
process
and
forms
the basis
thinking
process.
The third form of design thinking is the "picture-word cycle," which involves
putting ideas into words that helps the designer clarify and elaborate on ideas.
However, whatever the form of thinking, the design thinker should demonstrate
specific characteristics in addition to creativity.
Characteristics of a Design Thinker
Table 2 summarizes some of the design thinkercharacteristics that Owen (2007)
described. Although the nature of design thinking and what makes one person a
design thinker and another not remain elusive, a number of characteristics have
been identified and can be useful in understanding how a design thinkerthinks and
approaches issues. These characteristics are also helpful in understanding the
nature of design thinking. In addition to these characteristics that a design thinker
should possess, there are several processes underlying the design thinking process.
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TABLE
Design-thinker
characteristics
Characteristics
Human-
Description
and environment-centered
concern
must continually
consider how
Designers
what is being created will respond to human
needs. They should also consider envi
ronmental
interests
interests
at a level
as primary
with human
constraints
process.
Ability
to visualize
work visually
Designers
(i.e.,
depiction
of
ideas).
should look at different/multiple
Designers
solutions to a problem and keep the big pic
ture of the problem in mind while focusing
toward
Predisposition
multifunctionality
Systemic
on its specifics.
should
vision
Designers
problems
solutions
Ability
to use language
as a tool
concepts
should be able to verbally explain
Designers
their creative process forcing invention
where
plines
Avoiding
the necessity
of choice
Designers
moving
to choice
solution
that avoids
before
mak
making or decision
ing. They try to find ways to come up with
new configurations.
This process leads to a
best possible
decision
and combines
choices.
or to unexpected
problems
discovered
during
the process.
In this
case,
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Design
Thinking
thinking: (a) preparation, (b) assimilation, and (c) strategic control. In the prepara
tion process,
this
phase,
need
designers
the specifications
to learn
and
what
to focus
on and
what
is relevant.
of the problem,
constraints
During
of
reinterpretation
which
idea
orities).
to elaborate
also
They
or adapt
move
next,
various
among
which
constraints
tasks,
and
Stempfle
Badke-Schaube
to relax,
and
subproblems,
examined
a theory
how
design
of what
to set pri
processes
teams
design
of problem
two
elements
two
(comparison
lem,
until
exploration,
generation,
comparison,
and exploration)
widen
a problem
(generation
and
an optimal
more
ideas
criteria.
solution
and
then
These
a problem
space.
then examined
in relation
and
solutions
process,
narrow
selection)
are generated
solutions
iterative
were
be
may
modified
or new
is found.
elements
represent
a model
selection.
based
on
that
can
The
whereas
first
the last
space
When
a prob
widening
to the goal. Then, in an
be developed
two or
comparing
solutions
a problem
Narrowing
the solutions
selecting
and
may
entails
and
specific
be
applied
relevant
goal
to understand
researchers
of four
applied
to six
this model
students.
The
to three
teams
mechanical
were
assigned
teams con
engineering
to design
a mechanical
for an optical
device
to project
of celestial
The teams
concept
images
objects.
interacted
with a simulated
customer
at three fixed points in time during their one
Team
was recorded.
Results
communication
from protocol
day working
period.
revealed
that the teams spent only 10% of their time
analysis
and spent the remaining
of the time planning
a solution.
90%
on clarifying
the goal
most
solution. The authors concluded that a designer begins a conceptual design session
by analyzing the functional aspects of the problem. As the session progresses, the
designer
focuses
on the three
aspectsfunction,
behavior,
and
structureand
then
engages in a cycle of analysis, synthesis, and evaluation. Toward the end of the
design session, the designer's activity is focused on synthesizing structure and
evaluating the structure's behavior. Similarly, in a team of three industrial design
ers, Goldschmidt and Weil (1998) found that the process of design thinking is
nonlinear and that designers follow a forward (breaking down) and backward
(validating)
reasoning
strategy.
Although
research
is not consistent
about
how
time
is spent during the design thinkingprocess, findings indicate that there is a learning
337
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& Shute
Razzouk
progression
during the design
into an expert design
thinker.
thinking
process
that eventually
transforms
a novice
Expertise
ent phases. Something happens in the development from being a novice to becom
ing an expert.
The major
lated
a large
difference
is that experts
have accumu
and novices
of problems
and solutions
in a specific
domain
of an expert
is the ability
to mentally
stand back
competency
of the accumulated
and form more abstract
examples
conceptu
number
A key
from the specifics
of interest.
between
experts
of examples
alizations related to their domain of expertise (Akin & Akin, 1996; Ho, 2001).
are believed
Experts
than
chunks
to be able
novices
can
and
to store
and
to recognize
access
in larger
information
underlying
rather
principles
cognitive
than
focus
ing on the surface features of problems (Dorner, 1999; Nigel, 2004; Purcell &
Gero, 1996; Suwa et al., 2000). Therefore, the accumulation of experience is crit
ical
in the transformation
In many
known
and there
like
from
sports
a novice
and
music,
to an expert.
the benefits
of dedicated
are established
programs
over time (Cross,
expertise
to focus on the transformational
of training
and
experience
areas
areas,
as well
2004).
phases
for novices
are well
practice
to help
beneficial
It may
be
(i.e.,
novice
them
gain
in other
through
expert),
to expert,
and
expert
but there
is still
performance
in
design.
Novice
Versus
Expert
Design
Thinker
strategies
and choose
the requirements
of the situation
(Akin & Akin, 1996; Eisentraut, 1999; Weth, 1999). Regardless of the given prob
lem, successful designers clarify requirements, actively search for information (i.e.,
critically check given requirements and question their own requirements), summa
rize information of the problem into requirements and partially prioritize them, and
do not suppress firstsolution ideas (Badke-Schaub, 1999; Fricke, 1999).
According to Nigel (2004), novice behavior is usually associated with a depth
firstapproach to problem solving, that is, identifying and exploring sub-solutions
in depth and sequentially. The strategies of experts are usually regarded as being
predominantly top-down, breadth-first approaches. The expert designer uses
explicit problem decomposing strategies, which the novice designer does not pos
sess. In 2001, Ho examined the search strategies used by expert and novice design
ers in solving problems in industrial design. Using protocol analysis, the researcher
found
participant
focused
only
on the surface
level
without
decom
posing the problem, while the expert used explicit problem decomposing
338
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Design
both
However,
strategies.
backward)
problem-solving
and Dorst
Christiaans
the juniors,
mostly
solution
novice
used
similar
bottom-up
(working
strategies.
conducted
(1992)
of junior
and senior
studies
protocol
course.
found that some
students,
They
rather than progressing
to
information
got trapped
gathering
but most of the senior students
did not face this difficulty. That
in an
students
college
and
expert
Thinking
generation,
industrial
design
is, senior design students did not gather as much information, but they were able
to solve the given problem. They asked for less information, processed it directly,
and built up an image of the problem. They also prioritized activities early in the
process.
A similar finding was reported by Gunther and Ehrlenspiel (1999), who con
ducted
a set
of experiments
mechanical
devices.
in a shorter
time,
The
a total
with
researchers
whereas
of 20
novice
that experts
to invest much
and
found
had
novices
of
expert
designers
to clarify a task
were
able
more
time
in clarification.
These findings (i.e., Christiaans & Dorst, 1992; Gunther & Ehrlenspiel, 1999) cor
roborate findings from Atman, Chimka, Bursic, and Nachtman (1999), who con
ducted
studies
analysis
protocol
of engineering
students.
found
They
that novices
(i.e., freshmen with no design experience) spent a large portion of their time defin
ing the problem and did not produce high-quality designs. Therefore, and similar
to the industrial design students in the Christiaans and Dorst (1992) study, some of
the freshmen
students
engineering
in the Atman
et al. study
were
stuck
at the level
of defining the problem, which hindered their progress in the design process.
senior
However,
students
defined
the problem
adequately,
which
in turn resulted
in good designs.
Ahmed, Wallace, and Blessing (2003) studied differences between the behav
iors
of novice
and
experienced
between
differences
the
in engineering.
designers
behavior
of
new
graduate
The
entrants
authors
(i.e.,
found
clear
to
novices)
the engineering design profession and experienced designers. The novices used
trial-and-error
evaluating
Experienced
a design
of generating
and implementing
modification,
techniques
another
evaluation
several
iterations.
it, and then generating
through
a preliminary
made
evaluation
of their tentative
however,
engineers,
design decisions before implementing them and making a final evaluation. In con
trast to the novices'
trial-and-error
the experienced
approach,
strategies.
integrated
design
In 2001,
Seitamaa-Hakkarainen
and
Hakkarainen
designers
investigated
employed
the relationships
between visual and technical designing using qualitative analysis. That is, they
examined
differences
between
two novices
and
two experts
in the field
of weaving
design. Protocol analysis results revealed that the experts integrated the visual ele
ments (e.g., color, size, patterns) and technical elements (e.g., material) of weav
ing, and generally considered them in a parallel way during the design process.
Iteration between the visual and the technical space was a significant aspect of the
experts' design process. The experts continuously moved from one design space
to another
contrast,
rarely
to carry
the novices
moved
out
very
detailed
organized
to the construction
of search
for design
solutions.
In
around
the composition
and
process
space
to explore
how visual
ideas
could
be real
space
processes
their
ized in weaving.
Similarly, using data fromprotocol studies, Kavakli and Gero (2002) compared
the cognitive performances/actions (i.e., looking, perceptual and functional
339
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All use subject to JSTOR Terms and Conditions
Razzouk
& Shute
actions,
and
researchers
nificant
of a novice
goals)
and
an expert
concurrent
investigated
differences
in output
architect.
cognitive
novice
between
and
the
Using
protocol
analysis,
of designers
and found
actions
expert
The
designers.
sig
protocol
was divided into segments. A cognitive segment consisted of cognitive actions that
to occur
appeared
simultaneously.
They
found
that
the
design
of the
protocol
expert included 2,916 actions (i.e., chunks) and 348 segments, whereas the nov
ice's protocol
of 8 cognitive
given to both
included
expert
122
on average.
Considering
the expert's
participants,
design
in terms
novice's
and
actions
1,027
Each
consisted
segments.
segment
that the same
amount
of time was
actions
There
of actions.
also
as in the novice's.
session
designer's
were
fluency in relation to divergent thinking skills. The expert's cognitive actions con
rose
tinuously
at a peak
more
and
of his cognitive
control
actions
cognitive
are well
than
efficiently
throughout
then declined.
activity
to the novice.
compared
able
he was
organized,
activity
seemed
Because
to govern
started
to have
the expert's
more
his performance
the novice.
These findings align with those by Tang and Gero (2001), who found substan
tial
differences
protocol
between
a novice
and
found
the authors
analysis,
an expert
differences
a retrospective
Using
the novice
and expert
architect.
between
designers in relation to four design levels: (a) the physical level, which refers to
the instances
that have
and
actions;
looking
direct
to visual-spatial
attending
relevance
to the external
the perceptual
(b)
world,
which
level,
comprising
drawing
the instances
of
concerns
in an automatic
features/relationships
mech
perceptual
anism; (c) the functional level, which relates to the instances of functional refer
between
and abstract
mapped
visual-spatial
features/relationships
concepts,
and functions;
and (d) the conceptual
level, which
including
meanings
represents
the instances
that process
abstract
and the instances
that process
concepts
physical
and perceptual
actions.
The expert seemed
to create more meaning
at the physical
and perceptual
than the novice.
levels
ences
Differences
were
also
a task
between
studied
involving
the experts,
design
information.
(1997).
in the use
in an abstract
In contrast,
Expert
designers
of computer
novices
solve
depended
complex
of machines.
more
more
on their
problems
on
experts
found that
not reason
experience
toward
and
visual
reasoning.
Process
more
problems
Goker
did
on abstract
the Design
During
design-related
novices
and
simulations,
but relied
way,
Experts
experts
performing
The author examined
construction
computer-simulated
skilled
concept
and
novices
by Goker
easily
than
novices
(Cross,
2004). During a conceptual design process, experienced designers do not just syn
thesize solutions that satisfy given requirements, they also invent design issues or
requirements
that capture
important
aspects
of a given
problem
that assist
type
of previous
experience.
employ
more
in solv
ing the problem at hand (Liu, 1996). From protocol studies of experienced engi
neering designers, Lloyd and Scott (1994) found that the manner by which experts
approach
a problem
compared
to less
is related
to the degree
and
More
designers
who
deductive
reasoning
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All use subject to JSTOR Terms and Conditions
Design
to the problem
type approached
instead
of problem
conjectures
the design
This
analysis.
task
Thinking
solution
through
hypothesis
suggests
terms
of relevant
Designers
solutions
also
to change
tend
goals
encountered.
previously
and constraints
as they
are
They
design.
process.
from
instance,
case
studies
of professional
architectural
designers,
Rowe (1987) observed that the designers' choices for problem-solving directions
were influenced by their initial design ideas. Furthermore, the designers made
effort to make
every
these
ideas
work
whenever
a problem
was
rather
encountered,
of experienced
mechanical
engineering
Ullman
designers.
and
colleagues
found that experienced designers typically pursued only one design proposal. And
even when major problems had been identified, the designers preferred to modify
the initial proposal rather than rejecting it and developing a new one. Likewise,
Ball, Evans, and Dennis (1994) drew a similar conclusion from their studies of
senior
real-world
The researchers
stated
engineers
conducting
projects.
the designers
a less than satisfactory
to
solution,
generated
they refused
electronic
that when
discard the original solution or spend time and effortcoming up with an alternative
one.
Rather,
they
tended
to improve
the solution
different
by developing
versions
until a workable solution was achieved. Again, the designers indicated a fixation
behavior on initial concepts (Ball et al., 1994). Nonetheless, adherence to initial
seems
concepts
to comprise
normal
expert
design
behavior.
Finally,
in a study
of
experienced software designers, Guindon (1990) also found that designers came
and quickly
alternative
solutions.
very early in the session
rejected
a problem
cannot
be fully understood
in isolation,
use
expert designers
them to explore
as a means
of helping
and understand
the formulation
conjectures
of the problem.
From protocol
studies
of experienced
industrial
Dorst
designers,
to a solution
Since
and Cross (2001) asserted that the designers start by exploring the problem and
find,
or recognize
a partial
structure.
Afterwards,
they use this partial
initial ideas for the form of a design
to generate
then expand
and
concept,
to the
the partial structure.
solution
Thus, their goal is to create a matching
discover,
structure
develop
problem.
Having
more
than one
solution
concept
should
stimulate
a more
compre
hensive evaluation and understanding of the problem (Cross, 2004). From the
analysis and synthesis of the literature, it appears that there are a number of com
petencies that designers should acquire and hone. The more experience a designer
builds
in these
competencies,
the more
he or she advances
along
the novice-expert
continuum.
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FIGURE
2. The design thinking competency
model.
Note. Adapted from"Where Streams Converge: Using Evidence-Centered Design to Assess Quest to Learn." In
M. Mayrath, J. Clarke-Midura, & D.H. Robinson (Eds.), Technology-Based Assessments for 21st Century
Skills: Theoretical and Practical Implications from Modern Research (pp. 91-124). Charlotte, NC: Information
Age Publishing.
of the design
and may also help drive the crea
thinking construct
activities
that would
allow
for the collection
of relevant
evidence
operationalization
tion of appropriate
to
inform
variables
in
the
model.
For
example,
consider
the
variable
"Iterate
to accept
or reject the modeled
to the iterate diagrams
variable,
those
constituent
Diagnostically,
which
students
and
at various
the model
are
grain
skills
could
could
demonstrating
sizes
relative
idea.
we
To assess
would
have
students'
levels
competency
to put them in a situation
in
be employed,
such
the framework
provide
as in a game
or simulation.
for evaluating
the degree
to
skills at various
times
thinking
particular
design
to the model
(for more,
see
Shute
& Torres,
342
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All use subject to JSTOR Terms and Conditions
2012).
Design
The
Thinking
and diagnostic
model
is useful for assessment
design
thinking
competency
That is, once
the key knowledge
have been
and skills
then
identified,
activities
can be developed
in line with the model's
Another
variables.
purposes.
tasks and
relevant
concerns
whether
question
tice within meaningful
environments,
these
skills
along
are learnable.
With
with scaffolded
sufficient
prac
formative
and
support
feedback, we believe that students can learn design thinking skills. Moreover,
pedagogical approaches that involve problem-based learning, project-based learn
ing, and inquiry-based learning can be used to enhance students' design thinking
skills within the context of evocative and consequential classroom activities (Dym
et al., 2005).
Such
learner-centered
good
design
processes
Associated
problems.
approaches
and generally
could
activities
can
help
enhance
to raise
their
be designed
students'
interest
in a way
awareness
in solving
that requires
about
complex
students
and
varied
opportunities
to design
and create
prototypes,
experiment
with differentideas, collaborate with others, reflect on their learning, and repeat
the cycle while revising and improving each time.
In summary, the premise is that by improving students' design thinking skills
through having them apply processes and methods that designers use to ideate and
help
dents
them
will
how
experience
be more
ready
designers
to face
approach
problems
think outside
problems,
to try to solve
them, stu
of the box, and come
up
with innovative solutions. We believe that design thinking is more than just a skill
to be acquired and used in limited contexts. Rather, we view it as a way of thinking
and being that can potentially enhance the epistemological and ontological nature
of schooling.
and
Summary
Discussion
are
solution
focused
rather
than
problem
focused.
This
to be a
appears
feature of design thinking that comes with education and experience in designing
(Cross, 2004). Specifically, building experience in a particular domain allows
designers to quickly identify the problem and propose a solution. Generating, syn
thesizing,
design
and
expertise.
evaluating
Some
a solution
research
are
studies
identified
as key
frequently
Dorst
& Cross,
2001;
(e.g.,
features
of
Guindon,
1990) have found that creative and productive design behavior seems to be associ
ated with frequent switching of types of cognitive activity (e.g., analysis, synthe
sis). Designers should be able to assess the conditions of a given situation and
quickly adjust their actions depending on the current set of needs (Stempfle &
Badke-Schaube, 2002).
Helping students to think like designers may better prepare them to deal with
difficult situations and to solve complex problems in school, in their careers, and
in life in general. Current educational practices, though, typically adhere to out
dated theories of learning and pedagogy, evidenced by a so-called content fetish
(Gee, 2005). That is, schools continue to focus on increasing students'proficiency
in traditional subjects such as math and reading, via didactic approaches, which
leaves many students disengaged. We can and should move beyond that limited
343
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& Shute
Razzouk
focus and consider new educationally valuable skills (e.g., design thinking, multi
tasking, digital literacy) to value, assess, and support.
As described earlier, enhancing students' design thinking skills may be achieved
through
authentic
incorporating
and
tasks
intriguing
into
the classroom
and
pro
viding many opportunities to apply design processes. In our design thinking model
shown in Figure 2, imagine tasks that are designed and developed for each of the
low-level
nodes.
As
students
on the tasks,
work
evidence
is accumulated
to evalu
should
not focus on preparing
our students
to perform
goal as educators
on standardized
them with powerful
but to equip
skill sets that can
exams,
article
relevant
presented
research
that has
the basis
provided
well
help
for under
standing (a) the nature of design thinking, (b) experts' behavior in design, and (c)
differences
between
itative
employed
and
novice
and
expert
analysis,
protocol
method
when
researchers
aim
to capture
designers'
nonverbal
thought
pro
cesses, which are critical in design thinking. The majority of the studies we
reviewed
aimed
designers
or characterize
to examine
either
expert
the
differences
behavior
in the
between
designing
novice
and
process.
expert
However,
Researchers
have
lead
the design
thinking
process
gate the effects of different
thinking
It would
skills,
which
on various
outcomes.
learning
They can also investi
their complexity
relative
to enhancing
design
in turn are assumed
to increase
students'
outcomes.
learning
tasks
and
also
be interesting
to know if design
skills mediate
the learning
thinking
In other words,
skill may serve as a mediator
that clarifies
process.
design
thinking
the nature
of the relationship
between
an independent
variable
(e.g.,
problem
solving skill) and a dependent variable (e.g., math test scores). So, rather than
hypothesizing a direct causal relationship between problem-solving skill and math
test scores, we may hypothesize that problem-solving skill enhances design think
ing skill, which in turnleads to an increase in math scores. Another important study
could examine the domain-specific versus domain-independent nature of design
thinking. In other words, can design thinking skill be examined independently of
particular domains (e.g., engineering vs. marketing), or is it context bound?
Currently,
we
have
found
no valid
performance-based
assessments
of design
thinking skills. This lack adversely affects the ability to collect good evidence
about the effects of these skills on learning (Rotherham & Willingham, 2009). A
major
challenge,
then,
is to design
and
develop
accurate,
mea
performance-based
survey).
Therefore,
innovative
assessments
that aim
to reliably
measure
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Design
Thinking
framework (Mislevy, Steinberg, & Almond, 2003) for designing valid per
(ECD)
formance-based
for 21 st-century
is a systematic
skills. ECD
approach
that focuses
on the evidence
(i.e., student performance
of proficiencies
as the basis
for constructing
assessment
tasks and
inferences
about
levels
et al., 2003).
competency
(for more, see Mislevy
to the design
and products)
assessments
of assessments
making
ECD
is especially
suited
interactive
dynamic,
for assessments
that
involve
are
environmentswhich
is considerable
work
empirical
complex
the
exactly
kinds
to establish
to be done
and
problems
of contexts
a full understand
ing of design thinking. The studies surveyed in this article show the characteristics
of novice and expert designers. Having good design thinking skills can assist in
as
problems
really
complex
the design
involves
process
solving
Although
well
as
to unexpected
adjusting
in-depth
cognitive
changes.
may
processeswhich
help our students build their critical thinking skills (e.g., reasoning and analysis)
it also involves personality and dispositional traits such as persistence and creativ
about preparing
ity. If we are serious
not require
that they memorize
facts
students
in the world,
to succeed
and repeat
them
on demand;
rather,
we
should
we
should
provide them with opportunities to interact with content, think critically about it,
and use
it to create
new
teaching
learners
to use
ing students
our course]...
information.
their minds
"ill-prepared
we cannot
to tackle
directly
well.
real-world,
adjust
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The
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doi:10.1016/S0142-694X(99)00021-6
Authors
RIM
her PhD
completed
systems at the Florida State University
Florida.
She also pursued her master's in instructional
Tallahassee,
(FSU),
systems and
from FSU. Her research interests
obtained a certificate in human performance
technology
RAZZOUK
in instructional
and evaluation
of different learner-centered
focus on the application
methods and strate
of mobile technology
in education,
and development
of team-shared
gies, integration
mental models. Currently, Rim is working as the director of measurement
and assessment
at Edvation
VALERIE
SHUTE
a principal research
she was involved
with basic
she was
tive diagnosis,
interests hover
Before
at Educational
Testing
and learning
around the design,
and evaluation
of advanced
development,
systems to
related to twenty-first-century
Her current
particularly
competencies.
to support learning of
using immersive
games with stealth assessment
and noncognitive
and skills.
knowledge
support learning,
research involves
cognitive
348
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