21st Century Skills Innovation Library
Makers
As Innovators
Design Thinking
Cherry Lake Publishing Ann Arbor, Michigan
by Kristin Fontichiaro
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Published in the United States of America by Cherry Lake Publishing
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Ann Arbor, Michigan
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irst!
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Copyright 2015 by Cherry Lake Publishing
All rights reserved. No part of this book may be reproduced or utilized in any form
or by any means without written permission from the publisher.
Library of Congress Cataloging-in-Publication Data
Fontichiaro, Kristin.
Design thinking / by Kristin Fontichiaro.
pages cm. (Makers as innovators)
Audience: Grade 4 to 6.
Includes bibliographical references and index.
ISBN 978-1-63188-870-0 (lib. bdg.) ISBN 978-1-63188-894-6 (pdf)
ISBN 978-1-63188-882-3 (pbk.) ISBN 978-1-63188-906-6 (e-book)
1. Engineering designJuvenile literature. I. Title.
TA174.F64 2015
620.0042dc23
2014026640
Cherry Lake Publishing would like to acknowledge the work of The Partnership for 21st Century Skills. Please visit [Link] for more information.
Printed in the United States of America
Corporate Graphics Inc.
January 2015
21st Century Skills Innovation Library
Contents
Chapter 1
What Is Design Thinking?
Chapter 2 Identifying Challenges and
Gathering Data
Chapter 3 Making Sense of Your Data
16
Chapter 4 Brainstorming Solutions
21
Chapter 5 Prototyping, Testing,
and Revising
24
Glossary
30
31
Find Out More
Index
32
About the Author
32
MAKERS
as Innovators
Chapter 1
What Is Design
Thinking?
hen you think about inventors, what comes
to mind? Someone in a rumpled white lab
coat working alone behind closed doors,
eventually emerging with a miraculous new invention? Some people can create that way. However,
many of us could use a little bit of help. Otherwise,
we might spend too much time working on inventions
that dont do what we need them to do. If we want to
create a good invention, we need to make sure it is
something people can use.
Thats why design thinking is helpful. Its thinking
about design or maybe even thinking before design.
Its a process of watching people work, learning how
they live their lives, and finding solutions to the difficulties they face each day. Then you gather up all that
information, sort it, and look for patterns. Using those
patterns, you decide on a plan of action, brainstorm
design ideas, make a model or prototype, and then
Design Thinking
At the grocery store, watch how people use
carts. Do kids look comfortable in the seats? Do
the wheels turn easily? Is the cart too big? Too
small? Design thinkers are curious to know how
to make everyday items better.
rework and tweak your invention until it does what it is
supposed to.
Lots of people can use design thinking in their
jobs. You might use it to create a new product as part
of a class project. The IDEO design firm in California
is credited with being the first to practice design
thinking. They use it to brainstorm ways to make good
inventions better, like a biodegradable toothbrush
MAKERS
as Innovators
or a shopping cart that is lighter and easier to push.
Students at the Hasso Plattner Institute of Design at
Stanford University, nicknamed the [Link], use
design thinking to plan their creations. Makers might
use it to determine what kind of 3D-printed device
works best, how to wire up an Arduino, or what the
shape of a stuffed animal should be.
You can use design thinking to design an object,
such as a more huggable soft toy for your baby sister.
But you can also use design thinking to plan workflows.
For example, you might help your principal come up
with a more efficient way to line kids up as they wait for
the bus at the end of the day. You might also use design
thinking if you are designing something digital, such as
a brochure, an app, or a Web page.
Different Approaches
There are many other names for design thinking. IDEO sometimes calls it human-centered
design, because of its strong emphasis on meeting human needs. Some software designers call
it contextual inquiry. Everybody practices design thinking a little differently, but the important
processes and stages are usually similar. They all provide a set of guidelines for how to tap into
the needs, challenges, and ideas of people in order to make something better.
Design Thinking
In this book, youll learn how to use design thinking. Imagine that your classmate Megan travels in a
motorized wheelchair. She can get around pretty well
by herself, but the buttons in the elevator are too high
for her to reach. So whenever she goes to the second
floor of your school, a classmate has to go with her.
Megan has told you that she feels embarrassed to ask
for help. Well work on Megans challenge throughout
the chapters.
At Stanford Universitys [Link], ideas are
everywhere. Whiteboard walls that move, places
to collect brainstorming on sticky notes, and space
to spread out all help students and their teachers
think big about big problems.
MAKERS
as Innovators
Your first step is to find out more about Megans
challenges in the elevator. Its easy to say, I know
what the problem is, and I know how to fix it. But
design thinking asks you to hold off on your hunches
and look for data. Gathering data can help you see
the whole picture. Part of design thinking is the idea
that we dont just listen to our own instincts.
The truth is, we dont know for sure what would
help Megan. For one thing, we need to ask her for
more details. We havent seen how the height of the
elevator buttons compares to the height of her wheelchair. We dont know if there are other challenges that
no one has noticed yet.
So before we can design a solution, we need to get
some data. Data sounds like an unfriendly word, but
its just a fancy term for numbers and information, so
dont be intimidated. Its actually a lot of fun to collect
data and figure out what it is telling you.
Design Thinking
Chapter 2
Identifying
Challenges and
Gathering Data
ata can be numbers such as your spelling test
scores, your daily temperature when you have
the flu, or the
number of votes
cast in the student
council election.
Data made up of
numbers is called
quantitative
data. When TV
commercials talk
about how many
dentists recommend
a certain brand
of gum, they are
using quantitative
This special wheelchair was designed to help
people travel across bumpy, uneven surfaces
more easily.
MAKERS
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data to convince you that their gum is healthy. Two
common ways to gather quantitative data are counting
things (such as when your teacher takes morning
attendance) and asking people to vote or fill out a
multiple-choice survey.
Data can also be made up of words and ideas.
When your teacher returns an essay you turned in,
there are probably comments in the margins about
ways to improve your writing. Thats qualitative data.
You can also get qualitative data by interviewing
people, reading things they have written, or gathering descriptive words about an object or process. For
some projects, doing research at the library can give
you important insights into inventions and ideas that
others have already tried.
In design thinking, we focus mostly on qualitative
datathe words and actions of the real people who
will interact with your inventions. But dont be afraid
to count items, ask people to vote on ideas, or gather
other quantitative data if it fits your project. All design
thinking processes are different!
Lets look at Megans challenge: wanting to use the
elevator without having to ask for help. What possible
data collection methods could we use?
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Design Thinking
Most elevators have features to help people
in wheelchairs, but elevator designers cannot
plan for all potential obstacles.
Observation
We can learn a lot by simply watching what happens.
Watch as people come and go using the elevator.
Keep an eye on what Megan does and what her helpers do. Does her wheelchair ride smoothly over the
gap between the floor and the elevator, or does it
bump? Make notes on a clipboard. Watch and take
notes as you observe Megan to see if you can identify
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any patterns or ideas. This method is considered
unobtrusive. This means you arent getting in the way
of the people you are watching.
Photographs
Sometimes photographs can help us find things we
didnt know we were looking for. Ask for permission
to take photographs of Megans wheelchair. You can
capture pictures of the elevator and its panel of
buttons, too. Maybe the photos will reveal a clue you
hadnt even thought about. They will also help you
remember what the situation looks like when you
cannot be there in person.
Noting Our Observations of Megan
Take a look at some things we might observe and record in our notes:
Megans face turns red when she asks her helper to push the elevator button.
Megan often says, I am sorry to have to ask you for help.
The chairs front wheels stop Megan from getting close enough to the button.
Megans arms are not long enough to stretch out to reach the button.
Megan thinks she could reach the buttons if her arms were about 6 inches (15 centimeters) longer.
12
Design Thinking
Interviews
Ask Megan and her helpers if you can interview them.
You might ask questions while they show you how they
use the elevator. If you cant, then sit down with them
somewhere else. Remember to avoid leading questions. These are questions that pressure people to
respond in a certain way. For example, leading questions might start with phrases like, Isnt it true, Dont
you agree, and Dont you believe.
Leading Question to
Better Question to Use
Avoid
Isnt it true that you get
How do you feel when you
embarrassed asking for
need to ask for help?
help?
Dont you agree that
Have you ever tried turning
turning your wheelchair
your wheelchair sideways
sideways would solve
to try to reach the buttons?
this problem?
If so, what happened?
Dont you believe that
What have you used in the
carrying a broom han-
past to push buttons when
dle would solve this
riding the elevator alone?
problem?
What did you like or dislike
about that solution?
13
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Learning to ask the right questions, listen carefully to responses, and take good notes takes
practice. There are many useful books to help you
plan a good interview. See the back of this book for a
recommendation.
Maps
You might draw a sketch showing the elevator and
Megans wheelchair. Label it with measurements like
the ones described below.
Measurements
How far away is Megan when she tries to reach the
button? If she was holding an object in her hand, how
long would it have to be to reach the buttons? If she
turned her wheelchair sideways, would that put her
close enough to the control panel? Youll know if you
collect measurements. A ruler or yardstick is fine for
short distances, but a tape measure is better for longer measurements.
Open-Ended Survey Questions
Surveys can include open-ended questions. These are
questions that ask someone to answer with a sentence
14
Design Thinking
or more. Dont provide sample answerspeople
should respond in their own words. As always, avoid
leading questions! Here are some samples of openended questions you might ask Megans helpers:
What do you think would help Megan navigate the
elevator on her own?
What else do you do to help Megan besides push
the button?
What one thing would make things easier for you on
the elevator?
If you try out one method and it doesnt give you
the information you were hoping for, try another
method! Once you have your data collection methods
selected, check with your parent or teacher for permission to start collecting!
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MAKERS
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Chapter 3
Making Sense of
Your Data
Affinity walls are a great way to organize the data
you collect.
N
16
ow you have a lot of data to make sense of. Start
with your photos, maps, and measurements.
You could print them out and make notes in
Design Thinking
the margins. Or you might use a computer program
to make notes on-screen. You are looking for clues
that might give you ideas for how to help Megan.
If you are working with a group, consider posting
your data on a bulletin board or wall so everyone can
see it.
Now you want to sort out what you learned during
your interviews and observations. A maker-friendly
way to do this is by creating an affinity wall. To create
your affinity wall, youll need a big blank wall space,
a stack of sticky notes, and some markers. If you dont
have a blank wall to use, ask if you can tape blank
paper to a wall, a door, or even the front of your
refrigerator. Most affinity wall projects will fit in a
space that measures about 3 feet by 5 feet
(0.9 meters by 1.5 meters).
Imagine that you conducted interviews with
Megan and three of her helpers. You probably gathered a few pages of handwritten notes on your
clipboard. In order to find patterns in the data, we
need to separate each piece of information. Write
each new idea on a separate sticky note. It might
sound silly to copy over your notes, but it really helps
when you can see and think about just one idea at a
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MAKERS
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time. Use big letters and dark markers so each idea
shows up from far away.
Put a code on each sticky note to help you remember who said what. Well use H1 for the first helper, H2
for the second helper, and H3 for the third. Well label
Megans ideas with an M. Label notes from your observations with an O.
Once you have rewritten your notes onto the sticky
notes, put them up on the wall one at a time. Cluster
similar ideas near one another. You might sort your
Clustering Data
Here are some examples of clustered interview data and observed data:
Helper Attitudes
H1: Wants to help Megan
H2: Loves missing class!
H3: Likes to help
Problems with Helper System
H1: Doesnt like leaving class
H3: Misses spelling tests to help Megan and has to stay in for recess to make it up
M: Embarrassed to receive help
O: Megan blushes when asking for helpembarrassed?
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Design Thinking
Clustering Data (Continued)
Problem Is Only a Few Inches Away from Being Solved
H1: Feels silly pushing the button when it is only 2 or 3 inches (5 or 8 cm)
too far away
M: Hopes to growis only a few inches away from being able to reach
Possible Places to Store a Solution
H1: Megan hangs her backpack over one of the push handles and can reach it
H2: Hang something from Megans seat?
M: Keeps keys hanging from armrest
M: Wears fanny pack to store small items
M: Hangs backpack from rear handles
Turning Sideways
H2: Turning wheelchair sideways doesnt work
H2: Grips on wheels stick out too far to turn sideways
H3: Hand grips on wheels stick out too far
H3: Megan cant reach buttons even if turned sideways
M: D oesnt use handrails on wheels on side of wheelchairuses motorized
controls instead
Great! Those interviews gave us plenty of information to move forward.
And sorting the notes into clusters helps us see themes, or big ideas, that are
shared between multiple people.
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For this project, it would be best to use sticky
notes that are all the same color.
sticky notes several times until they seem grouped
correctly. Then make a new note to stick at the top of
each cluster that states its main idea.
20
Design Thinking
Chapter 4
Brainstorming
Solutions
ow that we see some themes emerging, we can
start to think of possible solutions. Two helpers
pointed out that Megan cant reach the buttons
even when she turns her wheelchair sideways. This is
Design thinking helps inventors find new ways to
use existing products, too. What do you think the
design team learned when designing the backless
seat and front wheel of this racing wheelchair?
21
MAKERS
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Objects such as the keys Megan hangs from her
chair can provide inspiration for your design
solutions.
because there are hula hoopshaped handrails around
each wheel rim that stick out too far. But did you see
what Megan said? She said she doesnt use those
handrails. Add those facts together, and one solution
could be to ask Megans parents and medical
22
Design Thinking
advisers if the handrails could be removed. Maybe
that will solve the problem!
Can you see another possibility? There were two
notes that said Megan is only a few inches away from
being able to reach the buttons. She might outgrow
the problem eventually. But maybe giving her an
object just a few inches long would let her poke at
the buttons herself. She already hangs things from
her waist (fanny pack), armrest (key ring), and rear
handles (backpack). So the item could hang on one
of those places when not needed. Could you invent
an object like that?
Multiple Solutions
In this example, we identified two possible solutions: removing the circular handrails from
the side of Megans wheelchair, and creating an object that she can hold and use to push the
button. You might pick either one or both of these possibilities to explore. You might end up
with two good solutions for Megan. This gives her the power to pick which one she wants.
Or you might find that one works better than the other. The fun part of design thinking is
exploring the choices!
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Chapter 5
Prototyping, Testing,
and Revising
n chapter three, we figured out that we could create an object that could hang from Megans chair
or waist and reach at least 3 inches (8 cm) farther
than her fingers can. You might be thinking that this is
a great time to run over to the computer, design a 3D
A 3D printer can be a good way to create simple,
plastic objects to test design ideas.
24
Design Thinking
model, and use a 3D printer to create a plastic object.
But if the object doesnt work, we will have lost hours
of valuable time.
Instead, lets make a quick rough draft of something that might work and test it out. Rough drafts
of inventions are called prototypes. Though were
working on a physical object that Megan can use,
prototypes can also be anything from rough sketches
of Web page or app designs to written outlines of
possible procedures to improve a bus line. Whatever
youre working on, you want to capture ideas quickly
so you can test them. Save beauty for later. Were
working on functionality now!
Prototypes can be built from almost anything.
This includes wood or fabric scraps, LEGO
bricks, modeling clay, cardboard, or even items
you find in the recycling bin. The goal is to make
something quickly and cheaply so people can
see your ideas right away. In most cases, you need
little to no money to create a prototype. Just use
your imagination!
Looking around your classroom, you see a ruler.
Its 12 inches (30 cm) long and has holes so you can
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snap it into a three-ring binder. It also has a metal
edge along one side. Instead of building something,
you decide to use this ruler as your prototype. You tie
a shoelace through one of the holes and help Megan
hang it from her wheelchairs armrest. Together, you
head for the elevator to try it out. Megan mentions
that the ruler is hanging in a perfect place. Great!
One part of the problem is solved.
Your job is to observe the prototype in action.
Megans job is to see if she can use it to push the
button. It works! But the metal ruler edge scrapes
against the elevator panel, leaving a scratch. It isnt
comfortable against Megans hand, either. This gives
you important information. Now you know that the
ideal product should not have sharp edges. You borrow a pair of pliers from the custodian and pull off the
metal edge.
Megan tries again. This time, you realize that the
ruler is a bit too wide for the button, so she has to use
the rulers corner to activate it. You also notice that
Megans disability makes her hand shake a bit, so
its hard for her to aim the corner of the ruler right at
the center of the elevator button. The length is right,
26
Design Thinking
Anything can be used to build a prototype,
even a simple, everyday object like a ruler.
though. Now we know that the final product needs the
following features:
A way to be hung from Megans wheelchair
A length of about 12 inches (30 cm) so there is
room for Megans hand to grip it and for her to
reach the buttons without stretching
A comfortable grip so Megan can hold on to it
securely
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Tips for Practicing Design Thinking in a Group
If you are practicing design thinking with a group, be patient and allow
people to suggest many solutions before deciding which one to pursue.
This will keep the ideas flowing. Ask someone to make a list of the
possible solutions.
You might find it helpful to set some guidelines for behavior when
you are brainstorming solutions or making decisions about your prototype.
When people get excited or frustrated about challenges and solutions, they
might interrupt, accidentally hurt someones feelings by shooting down an
idea, or talk over someone else. Another problem is that the group might get
off track. Someone might want to talk about solutions when the group is
still analyzing the data. Ask someone to be the moderator. A moderator is a
person who helps guide the discussion and keep it focused. This can make
sure your work is calm and rewarding.
A blunt end so it feels stable when Megan uses
it to press the button
An end that is smaller than the elevator button
You have used a simple prototype to figure out
exactly what Megan needs. You make an appointment with your nearby makerspace, where the staff
helps you create a perfect device. It has a hole in it
28
Design Thinking
Some types of elevator buttons would be hard
to press with an object that is too large.
and a shoelace so it can hang from Megans armrest.
It has golf tape wrapped around one end to improve
Megans grip if her hand shakes. The end is flat, not
pointed. It is also just smaller than the elevator buttons. This ensures that Megan can make good contact
with the button every time she pushes it.
Congratulations! Through observation, organizing
data, prototyping, and keeping an open mind, youve
created a perfect solution to help Megan become
more independent. What will you work on next?
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Glossary
affinity wall (uh-FINN-ih-tee WALL) a place for clustering
notes to help you understand the big picture
biodegradable (bye-oh-di-GRAY-duh-buhl) able to be
broken down by natural processes
data (DAY-tuh) information collected in a place so that something can be done with it
makers (MAY-kurz) people who use their creativity to
make something
makerspace (MAY-kur-spays) a place containing tools and
other equipment where makers can share ideas and work
on projects
prototype (PROH-tuh-tipe) the first version of an invention that
tests an idea to see if it will work
qualitative data (KWAH-lih-tay-tiv DAY-tuh) data made up of
words or ideas
quantitative data (KWAN-tih-tay-tiv DAY-tuh) data made up
of numbers
survey (SUR-vay) a study of the opinions or experiences of a
group of people, based on their responses to questions
themes (THEEMZ) the main subjects or ideas of something
workflows (WERK-flowz) lists of actions to be completed in a
certain order
30
Find Out More
Books
Cook, Eric. Prototyping. Ann Arbor, MI: Cherry Lake Publishing,
2015.
Truesdell, Ann. Fire Away: Asking Great Interview Questions.
Ann Arbor, MI: Cherry Lake Publishing, 2013.
Web Sites
ABC NightlineIDEO Shopping Cart
[Link]
Watch IDEO team members use design thinking to create a new
kind of shopping cart in this clip from ABCs Nightline.
IDEOHuman-Centered Design Toolkit
[Link]/work/human-centered-design-toolkit
Learn strategies for using design thinking principles to help
others. Ask an adult before creating an account here.
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Index
affinity walls, 1718, 20
brainstorming, 4, 5, 28
data, 8, 910, 15, 17, 1920
Hasso Plattner Institute of Design, 6
IDEO design firm, 56
interviews, 10, 1314, 17, 1920
leading questions, 13, 15
makerspaces, 28
measurements, 14
notes, 11, 12, 14, 1617, 1718, 20,
23
observations, 1112, 18, 1920, 26
open-ended questions, 1415
patterns, 4, 1112, 17
prototypes, 4, 2528
qualitative data, 10
quantitative data, 910
questions, 1314, 1415
sketches, 14, 25
sticky notes, 1718, 20
surveys, 10, 1415
teamwork, 17, 28
themes, 20
3D models, 2425
workflows, 6
About the Author
Kristin Fontichiaro teaches at the University of Michigan School
of Information, where her students learn and practice a form of
design thinking.
32