| Literature DB >> 35324983 |
Jacqueline E McLaughlin1, Elizabeth Chen2,3, Danielle Lake4, Wen Guo5, Emily Rose Skywark3, Aria Chernik6, Tsailu Liu7.
Abstract
A growing body of literature highlights the increasing demand on college graduates to possess the problem finding, problem framing, and problem-solving skills necessary to address complex real-world challenges. Design thinking (DT) is an iterative, human-centered approach to problem solving that synthesizes what is desirable, equitable, technologically feasible, and sustainable. As universities expand efforts to train students with DT mindsets and skills, we must assess faculty and student DT practices and outcomes to better understand DT course experiences. Understanding how DT is taught and experienced within higher education can help schools promote student learning and align their training programs with professional, personal, and civic needs. In this study, surveys were completed by 19 faculty and 196 students from 23 courses at four universities. DT teaching and learning was characterized by three DT practices and five outcomes. Statistically significant differences were found by discipline of study and student type (i.e., graduate vs undergraduate), but not by gender or race/ethnicity. These results can be used to inform the development of classroom-based DT teaching and learning strategies across higher education institutions and disciplines.Entities:
Mesh:
Year: 2022 PMID: 35324983 PMCID: PMC8947127 DOI: 10.1371/journal.pone.0265902
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Characteristics of survey participants and courses.
| Participant Characteristics | Students (n = 196) | Faculty (n = 19) |
|---|---|---|
| 132 (63.4%) | 14 (73.7%) | |
|
| 14 (7.1%) | 0 (0%) |
|
| 21 (10.7%) | 4 (28.6%) |
|
| 5 (2.6%) | 0 (0%) |
|
| 2 (1.0%) | 0 (0%) |
| 10 (5.6%) | 0 (0%) | |
| 126 (64.2%) | 11 (57.9%) | |
| 32 (16.3%) | 4 (21.1%) | |
|
| 45 (23.0%) | 4 (21.1%) |
|
| 105 (53.6%) | 11 (57.9%) |
| 170 (86.7%) | N/A | |
| 51 (26.0%) | 0 (0%) | |
|
| 95 (48.4%) | 7 (36.8%) |
|
| 26 (13.3%) | 7 (36.8%) |
|
| 5 (2.6%) | 4 (21.1%) |
| 0 (0%) | 0 (0%) | |
|
| 25 (12.8%) | 2 (10.5%) |
|
| 118 (60.2%) | 12 (63.2%) |
|
| 34 (17.3%) | 4 (21.1%) |
|
| ||
| 149 (76.0%) | 14 (73.7%) | |
| 143 (72.9%) | 9 (47.7%) | |
| 100 (51.0%) | 9 (47.7%) | |
| 160 (81.6%) | 13 (68.4%) | |
| 69.69±21.65% | 66.89±26.14% |
DT = Design Thinking; SD = Standard Deviation; N/A = Not Applicable
NOTE: some variables have missing data; percentages may sum to less than 100%
Survey responses for DT practices in current study (faculty, students) and in Lake et al. [21] and Liedtka and Bahr [24].
| Design Thinking Practice | Faculty (n = 19) | Students (n = 196) | Lake, et al. [ | Liedtka & Bahr [ |
|---|---|---|---|---|
| (n = 35) | ||||
| Mean (SD) | Mean (SD) | |||
| Mean (SD) | Mean (SD) | |||
| 1. Followed a structured process | 4.16 (0.69) | 4.16 (0.75) | --- | 3.80 (0.86) |
| 2. Formed a diverse team | 3.74 (0.99) | 4.09 (0.89) | 4.09 s(---) | 3.93 (0.87) |
| 3. Emphasized active listening among team to find shared meaning | 4.11 (0.88) | 4.38 (0.77) | 3.80 (---) | 4.01 (0.95) |
| 4.Done user research using ethnographic tools | 3.63 (1.21) | 3.89 (1.13) | 2.69(---) | 3.91 (1.07) |
| 5. Focused your problem definition on user’s perspective rather than the organization’s | 4.32 (0.82) | 4.12 (0.78) | 3.00(---) | 4.09 (0.88) |
| 6. Created a set of design criteria that described an ideal solution based on user research | 3.34 (1.30) | 3.99 (0.89) | 3.11(---) | 3.60 (1.03) |
| 7. Generated a diverse set of ideas based on your user research | 3.79 (0.98) | 4.16 (0.85) | --- | 3.90 (0.95) |
| 8. Created prototypes of your ideas | 4.11 (0.66) | 3.86 (1.10) | 3.27(---) | 3.80 (1.05) |
| 9. Moved multiples ideas into prototyping and testing | 3.26 (0.93) | 3.22 (1.19) | 2.74(---) | 3.39 (1.02) |
| 10. Got feedback from users and other stakeholders on the prototype | 3.68 (1.25) | 3.73 (1.24) | 2.51(---) | 3.85 (1.05) |
| 11. Executed real world experiments to test your ideas | 3.16 (1.26) | 2.96 (1.34) | 2.71(---) | 3.43 (1.07) |
|
| 0.89 | 0.81 | --- | --- |
SD = Standard Deviation; All items measured on a scale from 1-Never to 5-Almost Always
“—" indicates item was not included on survey and/or value was not reported.
Factor loadings and group differences for DT practices experienced in higher education courses (n = 196).
|
|
| ||
| Discovery & Ideation | Team Formation & Functioning | Prototyping & Experimentation | |
| Followed a structured process | 0.46 | ||
| Formed a diverse team | 0.75 | ||
| Emphasized active listening among team to find shared meaning | 0.70 | ||
| Done user research using ethnographic tools | 0.67 | ||
| Focused your problem definition on user’s perspective rather than the organization’s | 0.75 | ||
| Created a set of design criteria that described an ideal solution based on user research | 0.73 | ||
| Generated a diverse set of ideas based on your user research | 0.69 | ||
| Created prototypes of your ideas | 0.69 | ||
| Moved multiples ideas into prototyping and testing | 0.75 | ||
| Got feedback from users and other stakeholders on the prototype | 0.81 | ||
| Executed real world experiments to test your ideas | 0.70 | ||
|
|
|
|
|
| 4.06 ± 0.74 | 4.06 ± 0.75 | 3.30 ± 0.87 | |
|
| 4.04 ± 0.71 | 4.25 ± 0.55 | 3.51 ± 0.94 |
| 4.09 ± 0.70 | 4.22 ± 0.59 | 3.45 ± 0.96 | |
|
| 3.95 ± 0.73 | 4.24 ± 0.58 | 3.56 ± 0.80 |
| 4.21 ± 0.53** | 4.29 ± 0.60 | 3.65 ± 1.08 | |
|
| 4.26 ± 0.74** | 4.19 ± 0.56 | 3.40 ± 0.87 |
|
| 3.85 ± 0.69** | 4.15 ± 0.59 | 3.43 ± 0.92 |
| 4.03 ± 0.70 | 4.22 ± 0.58 | 3.49 ± 0.88** | |
|
| 4.06 ± 0.70 | 4.19 ± 0.58 | 3.07 ± 1.24** |
SD = Standard Deviation; DT = Design Thinking
Principal Component Analysis with Varimax rotation using Kaiser Normalization converged in 5 iterations and accounted for 59.03% of variance.
*Underrepresented race/ethnicity includes Black/African American, Hawaiian/Pacific Islander, American Indian/Alaskan, and Hispanic
**p<0.05 for Discovery and Ideation (Business and Design & Engineering disciplines more frequently engaged than Interdisciplinary Humanities/Social Sciences) and Prototyping and Experimentation (Undergraduate students more frequently engaged than graduate students).
Factor loadings and group differences for outcomes of DT in higher education courses (n = 196).
| Outcome | Factor | ||||
|---|---|---|---|---|---|
| Implementation Support | Psychological Benefits & Motivation | Relationships &Trust | Quality of Solutions Generated | Individual Adaptation & Flexibility | |
| Helped me see the problems | 0.76 | ||||
| Enhanced my ability to pivot when initial solutions didn’t work | 0.76 | ||||
| Built new relationships locally that continued after the initial project was completed | 0.71 | ||||
| Expanded access to new resources for individuals and teams | 0.63 | ||||
| Helped pool resources for greater impact | |||||
| Enhanced other stakeholders willingness to collaborate on new solutions | 0.72 | ||||
| Built trust among team members | 0.48 | ||||
| Built trust between problem-solving teams and other stakeholders | 0.70 | ||||
| Allowed new and better solutions, not visible at the beginning of the process, to emerge during it | 0.62 | ||||
| Fostered the inclusion of user input | 0.79 | ||||
| Helped people involved to examine their own biases and preconceptions | 0.52 | ||||
| Created a sense of safety to try new things | 0.58 | ||||
| Gave people more confidence in their own creative abilities | 0.44 | ||||
| Improved the likelihood of the implementation of new solutions | 0.47 | ||||
| Made it easier to discard solutions that didn’t work as planned | 0.44 | ||||
| Helped people interested in trying new things to connect and support each other | 0.70 | ||||
| Encouraged people’s open-mindedness to try new things | 0.60 | ||||
| Encouraged shifts in organizational culture that made it more customer-focused | 0.66 | ||||
| Encouraged changes in organizational culture that made risk-taking more acceptable | 0.75 | ||||
| Kept people motivated to work on a project to achieve impact | 0.58 | ||||
| Broadened organization’s definition of what innovation is | 0.45 | ||||
| Increased a sense of ownership and acceptance of a solution | 0.72 | ||||
| Increased appreciation for use of data to help drive decisions | 0.62 | ||||
| Increased engagement of teammates involved in the design thinking process | 0.77 | ||||
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| 3.89 ± 0.76 | 4.14 ± 0.51 | 3.59 ± 0.72 | 4.28 ± 0.66 | 4.05 ± 0.73 | |
|
| 4.03 ± 0.70 | 4.15 ± 0.66 | 3.79 ± 0.83 | 4.19 ± 0.78 | 4.17 ± 0.64 |
| 4.03 ± 0.72 | 4.19 ± 0.63 | 3.77 ± 0.86 | 4.26 ± 0.76 | 4.14 ± 0.68 | |
|
| 3.96 ± 0.67 | 4.09 ± 0.64 | 3.73 ± 0.69 | 4.08 ± 0.72 | 4.17 ± 0.60 |
| 3.98 ± 0.87 | 4.14 ± 0.74 | 3.57 ± 0.99 | 4.23 ± 0.64 | 4.22 ± 0.65 | |
|
| 3.89 ± 0.61 | 4.15 ± 0.54 | 3.52 ± 0.79 | 4.21 ± 0.70 | 4.13 ± 0.48 |
|
| 4.04 ± 0.74 | 4.11 ± 0.63 | 3.88 ± 0.77 | 4.13 ± 0.80 | 4.10 ± 0.74 |
| 4.01 ± 0.69 | 4.14 ± 0.65 | 3.77 ± 0.82 | 4.23 ± 0.74 | 4.14 ± 0.64 | |
|
| 3.95 ± 0.80 | 4.20 ± 0.57 | 3.62 ± 0.79 | 4.07 ± 0.84 | 4.05 ± 0.81 |
SD = Standard Deviation; DT = Design Thinking
Principal Component Analysis with Varimax rotation using Kaiser Normalization converged in 9 iterations and accounted for 63.01% of variance; no significant differences found between groups.
*Underrepresented race/ethnicity includes Black/African American, Hawaiian/Pacific Islander, American Indian/Alaskan, and Hispanic
Side-by-side comparison of DT outcome factors in higher education and DT outcome factors in for-profit, non-profit, and Gov’t settings.
| Current Study: Higher Education | Liedka and Bahr: For-Profit, Non-Profit, and Gov’t [ |
|---|---|
|
|
|
| • | • |
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|
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| • | • |
|
|
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| • | • |
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|
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| • | • |
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| • Helped me see the problems in new ways, resulting in solving more promising problems | • Built trust among team members |
DT = Design Thinking; Gov’t = Government; Italicized items indicate the same items were within the same factor for both studies.
Bivariate correlations (rp) and reliabilities (α, in parentheses) for DT constructs.
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | |
|---|---|---|---|---|---|---|---|---|
| 1. Discovery & Ideation | (0.76) | |||||||
| 2. Team Formation & Functioning | 0.51 | (0.53) | ||||||
| 3. Prototyping & Experimentation | 0.39 | 0.36 | (0.77) | |||||
| 4. Implementation Support | 0.46 | 0.60 | 0.45 | (0.89) | ||||
| 5. Psychological Benefits & Motivation | 0.41 | 0.52 | 0.33 | 0.76 | (0.84) | |||
| 6. Relationships & Trust | 0.33 | 0.51 | 0.44 | 0.73 | 0.65 | (0.82) | ||
| 7. Quality of Solutions Generated | 0.52 | 0.52 | 0.42 | 0.58 | 0.53 | 0.53 | (0.68) | |
| 8. Individual Adaptation & Flexibility | 0.47 | 0.46 | 0.34 | 0.66 | 0.57 | 0.54 | 0.47 | (0.74) |
p < .05 for all correlations