
Design thinking is a human-centred approach to learning, collaboration, and problem solving (Buhl et al., 2019) and a process through which you can identify a problem, gather information about it, come up with possible solutions, test, and refine your solutions.
The process is usually circular and iterative and at each stage, you reflect on your design thinking process and revise it again. Design thinking is a mindset for thinking and working used by designers when they are trying to innovate in the real world (The Teaching and Learning Lab, 2024).
To illustrate further what design thinking is, Gemini AI (in December 2023) was asked to provide an analogy – here's what it came up with.
Imagine you're baking a cake for your friend. That's design thinking in action! But instead of frosting and sprinkles, you're using empathy, creativity, and a bit of trial-and-error to solve a problem: making a friend happy with a delicious cake.
Here's the recipe:
That's it! Design thinking is just like baking a cake. You use empathy to understand the problem, get creative with solutions, test them out, and keep improving until you reach the perfect outcomes.
For teachers:
Remember, design thinking isn't about baking the perfect cake every time. It's about the journey of learning, adapting, and creating something productive and meaningful together!
Next, go to 1.1 Why is design thinking important?

In a changing world, our students and future citizens need to be flexible, adaptable and ready to cope with situations they haven't seen before. Design thinking is a great set of processes to help students to:
develop confidence to respond and adapt to challenges
be able to develop innovative and creative solutions to the problems they face
become active and empathetic members of society that can contribute to solving complex issues (e.g. pollution, climate change) (Buhl et al., 2019)
develop 21st-century skills (Matthews and Wrigley, 2017).
The guide below gives more information about design thinking including visuals, videos, and templates you can use with your students:
There are several scientific studies examining the use of design thinking in industry to support the development of new products and services. Yet, there are not so many studies examining how design thinking can be effectively used in teaching, especially in primary and secondary education. Also, there are even fewer studies that try to use digital technologies to deliver most or all phases of design thinking to students.
What we know so far is that design thinking can connect students’ knowledge to real-life issues and promote creative thinking and problem solving across different disciplines. This can have a positive impact on the development of 21st-century skills (Razzouk and Shute, 2012; Aflatoony et al., 2017).
In a study conducted by Lin et al. (2024), the use of design thinking was employed to aid the teaching of Information Technology (IT) courses to junior middle school students. This study found that design thinking helped enhance the students’ creativity as shown in their digital works and also improved their awareness of using IT applications to solve everyday challenges.
In another study (Cutumisu et al., 2020), middle school students who used design thinking strategies, such as critical feedback-seeking and revising, performed better when designing digital posters. The findings of the study suggest that these design thinking strategies can have a positive association with student performance.
Certain phases of design thinking are shown to relate to specific learning outcomes, for example:
reflective skills were developed from defining a problem
critical thinking was practised when students were asked to identify a best solution
modelling enabled collaboration and communication.
Design thinking has some unique characteristics that make it distinct from problem-based learning (Spencer, 2022) as it is:
Design thinking also has some commonalities with problem-based learning (Spencer, 2022):
If you wish to learn more about problem-based learning, read ‘Problem-based Learning in Geography: Towards a Critical Assessment of its Purposes, Benefits and Risks’ by Pawson et al. (2011).
Pawson, E. et al. (2006) Problem-based learning in geography: Towards a critical assessment of its purposes, benefits and risks, Journal of Geography in Higher Education, 30(1), pp. 103–116. Available at: https://doi.org/ 10.1080/ 03098260500499709
The below example of a design thinking project aims to address the following problem:
How can we design and build a helpful and thoughtful backpack for a friend?
It is a project designed for elementary school students. It includes the following steps:
The teacher helps students understand what ‘empathise’ means – this is the starting point of the process of design as it relates to what end-users (in this example students) think, feel and do about the problem of designing a helpful and thoughtful backpack.
To empathise with end-users, students can ask questions like:
Students synthesise the information they gathered and define the problem with greater detail in a statement:
‘________ (friend’s name) needs a way to ________ (friend’s need) because (or ‘but…’ or ‘surprisingly…’) __________ (insight).’
e.g. Jeremy needs a way to carry a large notebook (bigger than A4 size) to class because he needs to use it for project work but does not have a large enough space in his current bag.
Students brainstorm ideas of how to solve the problem (or come up with possible solutions) which should relate to their statement above. Students can write their ideas down.
Students discuss and decide on one idea they would like to build or create.
Students build the best solution to the problem by creating a prototype – this is a first prototype of the solution. The teacher have provided them with physical material such as cartons, bottles, scissors to create a backpack.
Students test their prototypes by checking if they work well, or as intended. They ask other students questions like:
Adapted from Edtech Classroom (2021)
Think of the backpack example shown above − what activities would you normally do to teach students:
Write down your thoughts and reflections in the box below.
Students can collect data about their end-users by using web applications such as Google Forms or by designing and printing out questionnaires.
As in the example of the backpack, using materials such as cartons and bottles to create a backpack is a great idea. However, students should be able to iterate and improve the design of their backpacks, after they collect feedback from others. This may prove to be quite challenging when reusing physical material that has already been cut and processed. For example, cartons may not be fit for purpose anymore and students may have to start the design process again from scratch.
In the example above, the process of design iteration can be easily managed online; with the right software, an online version of the backpack could be tweaked, manipulated, and improved with the press of a button.
Often in industry, the outcome of a design thinking project can be the creation of a solution to a problem users have. This can be a tangible outcome like a new product or a new service and when this happens it can be viewed as ‘design as making’.
In teaching, the outcomes of a design thinking project can be broader. An outcome may be a new product or service like in industry, or it could be a digital artefact such as an online game or a 3D-printed physical artefact. An outcome may also be a pitch for a solution in the form of a presentation or video made by students. Design thinking outcomes can therefore be in the form of:
After reading through Section 1, let's see what you’ve learned so far.
a.
To create the most aesthetically pleasing design.
b.
To develop innovative solutions that meet user needs.
c.
To follow a strict, linear problem-solving process.
d.
To generate as many ideas as possible without considering feasibility.
The correct answer is b.
Design thinking is an iterative process, grounded in reality, that does not aim to create aesthetically pleasing designs, although this can sometimes be an outcome of a project.
The main goal of design thinking is to develop innovative solutions that meet user needs.
a.
Iterative and cyclical process.
b.
Focus on user empathy and insights.
c.
Reliance on quantitative data.
d.
Encouragement of experimentation and failure.
The correct answer is c.
In design thinking, both qualitative and quantitative data can be collected − interviewing end-users (qualitative data) can be a great way of collecting feedback that can improve a prototype.
A reliance on quantitative data, however, is not a characteristic of design thinking.
a.
Both design thinking and PBL are user-centred approaches; however, design thinking is an experiential approach that allows students to create and craft the solutions rather than just finding them.
b.
Both design thinking and PBL focus on problem solving; however, design thinking enables users to develop and test prototypes.
c.
In design thinking, a teacher or facilitator helps students by providing inputs on prototypes whereas in PBL, a facilitator helps students to find information and resources.
d.
In design thinking, students begin to empathise with the users to create a prototype that meets their users’ needs whereas in PBL, a prototype may be the final outcome which is disconnected to the empathising process.
The correct answers are a, b and d.
The student is in the centre of design thinking. The role of the teacher is to facilitate and support students when needed, in order to successfully engage with the design thinking process. For example, a teacher can give feedback to prototypes while also help students to find information.
a.
New designs of services and solutions.
b.
New artefacts (physical or digital).
c.
Incorporating multiple ideas into creating artefacts.
d.
A solution based on students’ assumptions of what a problem looks like.
The correct answer is d.
Students can have their own assumptions about a problem, yet, as part of the design thinking process, they have to research the problem and collect scientific information that can help them define what this looks like, such as survey end-users or identify and read reliable sources of information on the web.
A solution based on students’ assumptions of what a problem looks like, however, is not an outcome of design thinking.
Next, move onto 2 Using technology for design thinking.