Hi Parker,I agree with some of the points you make here. However, I think it needs to be said that Design Thinking, both in its origin and existing implementation in K-12 schools is about product design. There are many more avenues of design than just making products for a specific audience. Many inventions were simply found by noticing unexpected results and following that path. Artists often say that the materials "speak" to them as they work. Authors say that their characters tell them how the story is going to unfold. In the same way, I think "making" values this kind of serendipity in the design process where Design Thinking does not value it as much. Basing everything on "the needs" of some group, audience, etc. is more about marketing than engineering, science, or art. It’s a mistake to imagine that teaching Design Thinking (as promoted by the d school and IDEO) is equivalent to teaching design.
So, do I “hate” Design Thinking? No, of course not. It’s a process of product design that’s been nicely packaged for K-12. I don’t “hate” it any more than any other packaged process for project-based learning. But I think there’s more to the design process than Design Thinking.
There are three parts of the design process that schools should grapple with:
1. Learning. If you believe that constructionism is a valid explanation of how people learn, then you want a design process that allows people to build on their existing experience, make sharable, meaningful things, have time to assimilate new ideas and thoughts, and then iterate.
2. Teaching. How will I handle the balance between telling and allowing exploration? Are the steps necessary and valid for all occasions? Who chooses the materials? Will there be grading on the final product?
3. The product. Does your process end with a real product or an imagined product. Models and simulations fall somewhere in between.
I know there are thousand ways that schools implement Design Thinking so my thoughts here are an amalgam of what I’ve seen in lots of conference presentations and dozens workshops for teachers and/or students. What I’ve seen is a lot of emphasis on teaching. The steps, how the process should go, handouts that walk through every stage, giving short shrift to the iterative nature. The focus on the steps creates two problems: 1) if you commit to an audience and plan, it's an investment in a path that becomes more and more difficult to change as time goes on. If the materials you have don’t really support your idea, or you find other obstacles, or even have a better idea, it’s too much of a penalty to change it up and follow that new idea. It makes it worse if the stages are evaluated and become part of a final grade. The “success” of many of the designs in a Design Thinking workshop is not a signal that it’s a good methodology, but rather that it’s too constrained. 2) It fulfills the worst instincts of teachers to overplan and pre-digest design for their students. I’m sure it makes teachers feel better that they have a checklist and process to use back in their classrooms, but that’s a false sense of security.
Most things that people make for the first time don’t need a plan, storyboard, mindmap, outline, flowchart, diagram, etc. It’s false complexity to introduce those kinds of structures before they are really needed. If you make a wallet, make a wallet. Then and only then will you start to see how the materials work, what parts were easy and what was hard, that it might have be a good idea to make the two sides the same width, etc. And then you must have time to do it again… and again…. A teacher trying to impose their favorite internal structure on others means that the student now has two tasks - to figure out what the heck the teacher wants in the bubble diagram, and also how to make a wallet.
On the product, I’ve seen Design Thinking workshops that allow for imaginary products. It’s great to have a vision of a trash can that floats around the ocean collecting trash, it’s another thing to make it work. Just making something float upright is pretty hard! But that’s how you really learn about floating. I would classify designing imaginary products in the same category as writing fiction - it’s a great literacy to have, but it’s not design, and it’s certainly not engineering. We shouldn’t conflate the two. Making things work is, to me, the most important part of making.
Now, I’m not just saying that “making” solves all these problems. The word has been handy - I can tell you there would be no “hacker revolution” in schools. But the word is also meaningless. It’s what marketing people call an “empty vessel” - and marketing is all about searching for these kinds of words that people can fill with their own definitions. So everyone is happy but no one has to agree. I have no illusions that every time someone says “making” in education it’s this wondrous experience of agency and enlightenment. Most of what I just wrote about the perils of Design Thinking I’ve seen done in exactly the same way in “maker” classrooms and workshops.
Like Parker said, these experiences can weave in and out to the point where it’s difficult to tell them apart - both good and bad aspects!
The biggest disagreement I have with Parker’s article is that making is "centered on the object" - I strongly disagree. To me, making is about making sense of the world. This is where what you believe about learning comes into play. Making is not just the simple act of you being the difference between raw food and cooked food. I don’t think we need to always ascribe learning to the act of making - but the act of making allows the learner, and maybe an outsider (a teacher, perhaps) to have a window into the thinking of the maker. So, do you need a teacher for learning to happen? Maybe, maybe not. Some people are good at thinking about their own process (“oh, next time, I’ll stir the garlic so it won’t burn.” “Next time, I’ll test the circuit before I solder.” ) and some people are less likely to do that. But if I watch you cook, I will see certain things - how you organize your ingredients, how you react when you make a mistake, how you deal with uncertainty - and that is what teaching is about, watching carefully for these kinds of signs, and then challenging the learner with harder recipes, more interesting ingredients, a few tips, and helping them understand their own thinking and growth.
Technology has not simply become intertwined with the maker movement in education because it’s new, but because it’s the most interesting material out there. Computers support design in ways not possible otherwise. The command “Save As..” is the most important design tool there is. Technology, especially computational technology also allows educators to answer the question, "Isn’t this just arts and crafts?” And of course after defending arts and crafts - we can say that computational technology allows these same skills and mindful habits to connect with the math and science we want children to learn. Design is not just important for the A in STEAM, it’s essential, but here’s a bigger idea, it’s also essential for the T & E - and for them all to come together.
One final thing - I believe words matter. The verbs “think” and “make” are very very different and signal the most important difference between the two. Thinking is internal, making is external. Making asks the maker to create something outside of themselves that expresses their own thoughts and ideas. Thinking asks that an internal process happen in a certain way. I believe learning (and thinking) happens inside a person, but when you make something meaningful and shareable outside yourself, it cements that learning in place as a building block for the next iteration.
Sylvia Martinez