A short and precise definition of design thinking–learning
- Learning is a process of finding and resolving confusions, contentions and complexities through the creation of designed innovations (including essays, performances, films etc) within specified non-negotiable bounds.
- A designerly approach to this iterates in a reflective and evidence-based manner through three distinct modes of activity (or ‘spaces’):
- inspiration (mixing information from the problem domain and potentially useful patterns and ideas from elsewhere),
- ideation (prototyping, ‘building to think’, making ideas tangible, sharable and subject to testing);
- and implementation (building a good, reliable, quality, innovative end product) with the emphasis shifting over time to implementation.
- Designerly thinking is also powerfully reflexive in designing the conditions for its own success (or the conditions for its own ability to learn).
2 comments by 2 or more people
David Davies
I enjoy reading your posts on this topic but I’m confused by this one. In your first point are you referring to a specific type or context of learning? I don’t think I agree that that’s a good definition of learning more generally.
29 Mar 2011, 12:40
Robert O'Toole
David, thanks for you comment. In point 1 “learning” might be interchangeable with “designing” and “thinking”. That’s a conjecture to be unpacked and explored. In general, I bring a conception of “learning” from my studies of artificial intelligence and embodied/situated/dynamic cognition. “Learning” is a horribly vague and generic term. So perhaps I would be better off using the term “designing-thinking-learning”, denoting the kind of cognitive (and embodied/situated) activity considered (by similar thinkers in cognitive science) to be the key activities that make human intelligences special/interesting/successful.
04 Apr 2011, 02:43
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