Art students discuss their use of Design Thinking
as it relates to creativity, 21st Century Skills,
cross-disciplinary thinking, and more.
Design Thinking for Life
A N D R E W D . W AT S O N
“Art isn’t about problem solving. I make art
to escape the stress and anxiety of my life,”
said Inez passionately.
Elizabeth agreed: “I don’t use art to solve
problems, either. I use it to express what
I can’t say in words.”
Tiffany responded to them: “But aren’t those both a kind of problem to be solved?
I mean, not a cold, scientific lab-type problem, but a problem about being human?”
For 5 years, I had informally used Design
Thinking and other metacognitive tools to
help the students in my AP 2-D Design Art
Studio grow. I believed that this focus led
to increased engagement in my students,
and artwork that showed a deeper level
of creativity and thought. However, I had
not directly taught them Design Thinking
or the Design Process. I led them through
the steps of the process but did not name
them. According to Vande Zande (2007),
understanding the Design Process can help
students become stronger critical thinkers.
With this in mind, I decided to undertake an
observational case study in which I focused
directly on Design Thinking and addressed it
more intentionally in my teaching. My hope
was to understand how students saw Design
Thinking and to ascertain whether they
found it relevant to their lives both within
and outside of the art room. My interest
in student perception was inluenced by
phenomenological studies. Rossman & Rallis
(2012) describe phenomenological studies
as “open-ended, searching for the themes
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ART EDUCATION
n May 2015
of meaning in participants’ lives” (p. 311). I
discovered that Design Thinking strengthened my students’ critical and creative
thinking during both practical and expressive problem solving. Design Thinking has a
valuable role within art education and as a
bridge to nonarts subjects. It fosters skills that
are integral to many aspects of students’ lives.
Background
The semiurban public high school where I
teach art and design has a student body that
is diverse and predominately low-income. In
the AP 2-D Design Art Studio class, students
choose their media and techniques. As the
instructor, I review with them the elements
and principles of design and coach them
through the process of developing a personal
voice in their artwork. Central to the course
is the development of a concentration in the
students’ artwork. The College Board (2013)
deines this as “a body of work uniied by an
underlying idea that has visual coherence”
(p. 6).
I constructed my study around the development of my students’ concentrations. I
walked them through the Design Process
and other aspects of Design Thinking, such
as backwards design and empathic design. I
introduced my students to artists, designers,
and inventors who used Design Thinking in
their work and showed TED Talks in which
they explained how they used the process.
My students were particularly inspired
by Richard Turere: My Invention That Made
Peace With Lions (Turere, 2013), Tim Brown:
Designers: Think Big! (Brown, 2009), and David
Kelley: How to Build Your Creative Conidence
(Kelley, 2012). I conducted several classroom
discussions and in-depth interviews with
three of the most passionate and outspoken
students to better understand their perceptions and give them a voice in the greater
dialogue surrounding Design Thinking.
It is the student voice that I ind most
necessary and all-too-often absent from
this discussion. If we want to assess whether
teaching cognitive processes such as Design
Thinking explicitly impacts our students’
Figure 1. The STEM Fab Studio Design Process developed by Nick DiGiorgio for FabLab and the Cleveland City Public Schools in 2012.
understanding, we need to hear the students’
perspectives. We need to understand how
they use these thinking processes in their
lives now and how they plan to use them
in the future. If our students do not ind
relevance in Design Thinking, teaching it is of
little value.
Students
To better understand the observations of
the three students I interviewed, it is valuable
to know a bit about them. Forrest is a White
male from a middle-class family. He had previously taken multiple courses with me. Forrest
has a deep love of making art, especially
animation, and his work had been recognized
in several major competitions. His artwork
almost always showcases his zany sense of
humor; he has developed a quirky style that
is easily identiiable to anyone with even a
passing familiarity with his work. Tifany is
an African American female from a workingclass family. She had little formal training in
art before her junior year, but her self-taught
drawing skills and passion for creating led
me to approve her to skip several course
prerequisites to enter into our most advanced
art class. In addition to school, Tifany worked
full-time at a local grocery market to help her
family after her father lost his job. While dedicated and responsible, she often had trouble
focusing in class due to fatigue. Santiago is a
Latino male and a irst-generation immigrant
to the United States, from a low-income
family. Santiago had taken two art courses
with me over the previous years. While he
enjoys art, Santiago is primarily interested in
computers and building functional, oftenmechanical objects. These students’ insights
expanded my thoughts on design and Design
Thinking.
Design Thinking and
Problem Solving
Vande Zande (2011) explains that “the
word design is both a verb and a noun” (p.
28). We make designs, and the cognitive
activities we use to make them are referred
to as Design Thinking (Visser, 2006). Central to
these activities is the Design Process. All three
of the students I interviewed described the
Design Process as a way to solve problems. In
fact, both Forrest and Tifany deined Design
Thinking as a method of problem solving.
The students all found this form of problem
solving very relevant in their art classes;
however, it is not unique to art. Santiago
discussed how he used the Design Process
in his engineering class with some slight
changes to how problems were approached.
Tifany echoed Trilling & Fadel (2009) by
drawing parallels between the Design Process
and the scientiic experimental method
(p. 92).
There are dozens of versions of the Design
Process. With my students, I used the STEM
Fab Studio Design Process developed by Nick
DiGiorgio for FabLab and the Cleveland City
Public Schools in 2012 (Figure 1). The steps of
this process are Ask, Imagine, Design, Build,
Evaluate, Reine, and Share. I will explain these
steps with the assistance of the voices of my
students.
May 2015 n ART EDUCATION
13
ASK
Santiago explained that Ask describes the
stating of the problem, but that sometimes the
problem is not apparent; rather, the teacher
“gives us a concept and constraints so we have
to sort of come up with the problem.” To help
my students start their artwork, I often gave
them a topic or a one-word prompt to consider.
The students indicated that both in art and in
life, sometimes problems are too ambiguous to
easily state. Thus, Ask can be making sense of a
problem. Forrest used Ask to set up the comedic
premise of his artworks. Tifany discussed
making artwork for a friend and using Ask to
think about what her friend would appreciate
in it. In the artworks pictured here, Forrest is
responding to the prompt Ritual and Tifany
is responding to the prompt Loss. In addition,
the students were constrained by the need
to create the piece with Photoshop, a tight
schedule, and a need to address narrative in
their piece. Otherwise, this project focused on
facilitating the creation of student-generated
artwork.
IMAGINE
Santiago explained that Imagine describes
the ideation of multiple solutions and might
involve research or mind mapping. Tifany used
Imagine to come up with multiple variations
to a solution; sometimes these were variations
in the pose of a drawn igure or central theme
behind the narrative arc of a comic strip (Figure
2). Forrest thought of Imagine as the primary
creative step of Design Thinking, where he tried
out diferent ideas and added a little twist to
add a surreal element to his work. My students
often utilized word webs and mind maps to
help generate ideas and make connections. In
a later classroom discussion, Forrest indicated
that he felt the making of unexpected connections through his mind maps was an important
component to developing the humor in his
work (Figure 3).
TOP:
Figure 2. Imagine—
Tifany’s word web for the prompt Loss.
LEFT:
Figure 3. Imagine—
Forrest’s word web for the prompt Ritual.
14
ART EDUCATION
n May 2015
Figure 4. Design—Tifany’s storyboard for the prompt Loss.
DESIGN
Tifany explained that Design describes
the step where you use sketches or storyboards to envision your solution (Figure 4).
Santiago elaborated that this allows you to
more closely explore your best solutions to
the problem. Forrest related Design to visually
communicating the ideas that he generated
in Imagine (Figure 5).
BUILD
Forrest explained that Build describes the
step where you take your ideas and create
the solution by using media or technical
approaches to making. Santiago described
using Build in an engineering class as
prototyping. I am not sure that this parallel
is completely accurate, as prototypes closely
resemble a sculptor’s maquette, which more
closely aligns with the Design step. Tifany
often used her favorite sketch and built it up
with layers of media or scanned it and drew
on top of it.
EVALUATE
Santiago explained that Evaluate describes
the step where you initially share your
work with others, often through a formal
Figure 5. Design—Forrest’s sketches for the prompt Ritual.
critique. Forrest used Evaluate to make sure
he communicated his ideas and could make
the audience laugh. Tifany used it to see
if her work was improving and moving in
interesting directions. Santiago also pointed
out that in art we often use Evaluate before
we Build our solution. This may relate to his
insight on prototyping, or it may indicate that
this particular version of the Design Process
does not perfectly align with my instruction.
REFINE
Forrest explained that Reine describes the
step where you respond to Evaluate. This is
where he would tweak the joke if someone
did not laugh. Tifany used Reine to clean up
her artwork and sometimes also to start over
and come up with a better idea. This is an
important aspect of the Design Process and is
intentionally addressed in this version. As Nick
DiGiorgio explained, “I really wanted to make
it clear that design is iterative and that you
have to use trial and error to come up with the
best solution. I added the inner circle of the
cycle to address this” (personal communication, May 28, 2014).
he students
indicated that
both in art
and in life,
sometimes
problems are
too ambiguous
to easily state.
May 2015 n ART EDUCATION
15
Figure 6. Share—
Tifany’s inished
artwork for the
prompt Loss.
SHARE
Design
hinking
gave him
[the student]
a way to
intentionally
work through
getting stuck.
16
ART EDUCATION
n May 2015
Santiago explained that Share describes the
step where the inished work is displayed or
presented for others to see, usually as some
sort of exhibition. Tifany disclosed that she
sometimes made tee-shirts from her artwork
and wears them around town. For her response
to the prompt Loss, Tifany displayed her
ive-page comic, “Scream for Ice Cream.” In
our school, and she hopes to publish it in an
upcoming comic anthology (Figure 6). Forrest
pointed out that Share is a inal version of
Evaluate, after you have decided the work no
longer needs reinement. As an educator, this
brought to my mind the diference between
formative and summative assessment
(Figure 7).
Formalizing the Process
Although they did not use these words,
both Tifany and Forrest claimed that Design
Thinking formalizes an informal process that
is already a part of art. Vande Zande (2011)
explains, “We all design naturally when we
make decisions about what to wear, how to
personalize our living spaces, or how to fashion
our appearance” (p. 27). In Forrest’s words,
Design Thinking was always a part of his art
experience, but “before we introduced all of the
names for design thinking, it was a thing you
did in the back of your head.” He elaborated:
When you actually learn about the terms
and the thinking behind it, you know
more what to do, and if you get stuck
you can go back to the steps. So, it helps
guide whatever work you are doing to
help move in the right direction.
Tifany echoed this concept when she said,
“In the past, I guess I used it a bit in my other
art classes, but I never had a name for it, and
if I had trouble, I didn’t have a way to work
through it.” Santiago concurred that Design
Thinking gave him a way to intentionally work
through getting stuck. All of my participants
agreed that having this formal or intentional
process helped them produce better ideas and
kept them going when they got stuck in the
problem-solving process.
Tifany and Santiago both revealed that
formalizing the process allowed them to solve
larger and more complex problems. In the art
room, they agreed that Design Thinking was
more useful than other activities for projects
that required original thought. My students
found this aspect of Design Thinking even
more useful outside the art room. Tifany used
Design Thinking at work to raise $13,000 for
a breast cancer charity. She believed that she
would have given up on the project if she did
not have the Design Process to fall back on
when she got stuck. Santiago indicated that
Design Thinking gave him conidence to build
a go-kart and other complex projects at home.
Figure 7. Share—
Forrest’s inished artwork
for the prompt Ritual.
21st Century Skills and
Creative Industries
All three students made connections
between Design Thinking and creativity.
Creativity, an intrinsically holistic trait—and,
according to Zimmerman (2009), inclusive
of behavioral aspects such as personal
motivation, emotional reaction, cognitive
complexity, and technical ability—is now
seen as one of the most important skills
for business leaders (IBM Global Business
Services, 2012). Creativity is a cornerstone
of the 21st Century Skills movement, which
seeks to refocus education on the needs of
the emerging innovation economy. Trilling
and Fadel (2009) identiied the key learning
and innovation skills of the 21st Century
Skills movement as (1) critical thinking
and problem solving, (2) communication
and collaboration, and (3) creativity and
innovation.
Throughout my interviews, the participants discussed the relationship between
Design Thinking and the 21st Century Skills.
Trilling and Fadel noted that “these skills are
the keys to unlocking a lifetime of learning
and creative work” (p. 49). Both problem
solving and creativity were identiied by
my students as the core of Design Thinking.
Communication was frequently mentioned by
Forrest, who said, “trying to get a joke across
or trying to get an idea through the artwork
is kind of how I use it [Design Thinking] most
of the time.” Forrest later mentioned the
importance of Design Thinking to collaboration when he said: “Animations are usually
so big and complex and require so many
people that you need Design Thinking to get
everyone going in the same direction to get it
all done.” Santiago echoed this sentiment: “If
I’m designing an engine, or a computer chip,
or robot, whatever, I’ll be working with a team
iguring out how to solve problems with technology.” The relevance of Design Thinking to
the 21st Century Skills movement was recognized by Trilling and Fadel when they claimed
that “learning to design and designing to
learn… will prepare students for the demands
of the Innovation Age” (p. 107).
Authors such as Pink (2005), Florida (2002),
and Gardner (2006), as well as business
leaders including Robert Lutz and the late
Steve Jobs, saw creative thinking as one of
the key skills for the 21st-century economy.
The United Kingdom’s Department of Culture,
Media, and Sport (2001) deined these
emerging creative industries as ones “which
have their origin in individual creativity, skill
and talent and which have a potential for
wealth and job creation through the generation and exploitation of intellectual property”
(p. 4). It is diicult to measure the impact of
the creative industries, but the Department
of Culture, Media, and Sport estimated that in
2000 they accounted for over 1 million jobs
and £112.5 billion in earnings for the United
Kingdom’s economy alone. This igure would
clearly be much higher in the US, but the
Bureau of Labor Statistics does not measure
data under creative industries as a distinct
category. Both Forrest and Tifany expressed
interest in pursuing a career in the creative
industries. Forrest was most interested in
working as an animator, but was also interested in ilm and Web design. Tifany was less
speciic about her interests, but mentioned
marketing and communications. Both
students saw Design Thinking as critical for
their chosen ields.
Cross-Disciplinary
Design Thinking
While my students understood Design
Thinking as a process for general problem
solving, they also saw it as an important part
of art speciically and as nurturing to creative
thinking intrinsically. Seidel, Trishman, Winner,
Hetland, and Palmer (2009) claimed that one
of the primary purposes of art education is
the fostering of broad dispositions, including
creative thinking and making connections.
When looking at the transfer of learning from
art education to other subjects, Hetland and
Winner (2004) advocated for educators to
May 2015 n ART EDUCATION
17
focus on the bridges between the disciplines,
such as critical thinking and creativity. When
we compare the themes of Design Thinking
to the purposes of art education and the
bridges between art education and the other
disciplines, it becomes apparent that Design
Thinking has an important role within art
education and may have an even greater
role in connecting art education to a larger
integrated curriculum.
Trilling and Fadel (2009) explained that
the integration of art and design into STEM
to create STEAM should be an important
goal of education for the coming innovation economy. This—combined with Bullitt
and Bullitt’s (2012) suggestion that Design
Thinking’s unique relationship with engineering and the sciences could support
further integration between science and the
Arts—suggests that Design Thinking has
an important role as a bridge within STEAM
education. However, we must remember that
art education has key aspects and purposes
that are not shared with Design Thinking,
and that neither Design Thinking nor STEAM
education should replace art education. We
cannot ignore Hetland and Winner’s (2004)
warning that “arts programs should never be
justiied primarily on what the arts can do for
other subjects” (p. 136).
Conclusion
I have noticed an obvious unease when
I talk with some progressive art educators about Design Thinking. I believe that
they, understandably, worry that a focus
on design will take art education back to
its 19th-century roots of the Massachusetts
Drawing Act and to serving industry by
teaching manual skills. I hear their fears
relected in the voices of my students Inez
and Elizabeth, who were at irst uncomfortable thinking of art as problem solving.
However, when I listen to the rest of my
students, I do not hear them speaking about
Design Thinking only for their future careers
or to solve problems. I hear them talking
about using Design Thinking to make sense
of ambiguity, to empathize with others, to
think creatively, to communicate ideas, to
collaborate, and to make people laugh. In
describing the goals of holistic art educators,
London (2004) wrote: “Our ultimate ambition
is to elevate behavior to the degree that
the whole and integrated person appears
the necessary precursor of the whole and
integrated society” (p. 2). Today, the needs of
industry closely align with the goals of holistic
art education. Tomorrow, our creative and
integrated students may change industry and
its role in society.
Andrew Watson is an Art Teacher for
Fairfax County Public Schools in Falls
Church, Virginia; and a Founding Member
of the Board Of Directors, he Innovation
Collaborative, Washington, DC. E-mail:
[email protected]
AUTHOR NOTES
All images used with permission.
he research for this article was conducted as part of
the author's Master of Arts in Art Education degree
from the Maryland Institute College of Art (MICA).
hanks are extended to MAAE faculty who facilitated
the design, implementation, and reporting of this
research.
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