Learning Design Thinking at Stanford University

The UAE Stanford Innovation and Entrepreneurship Education Initiative works with UAE universities to facilitate innovation education designed for young adults, who are considered key drivers of a future innovation-based economy in the UAE.Innovation is the engine of opportunity.

At its core, innovation is a commitment to experiential learning. It encourages critical thinking and creative problem-solving while also engaging soft skills. This mindset is fundamental to the future of the United Arab Emirates. So much so that, it is part of the ‘United in Knowledge’ pillar of Vision 2021 which focuses on innovative Emiratis building a competitive economy.

Emphasizing it’s importance, H.H Sheikh Mohammed Bin Rashid Al Maktoum explained, “Innovation is not an option, but a necessity. It is not a culture, but work style, and governments and companies that do not innovate risk losing their competitiveness and falling far behind.”

In support of my engagement in entrepreneurship education, on May 31, 2018 I was selected as one of 30 educators from a pool of more than 400 by the United Arab Emirates Ministry of Education to join “Cohort 3″ of the “UAE Innovation and Entrepreneurship Education Program.” This initiative educates faculty from across UAE universities in design thinking so that they can, in turn, teach it to their students.

The main priority of the Year 3 project is to ensure the sustainability of the innovation and entrepreneurship curriculum in the UAE, with an additional focus on developing a core group of Program Ambassadors to deepen the impact of innovation and entrepreneurship education in the UAE. Year 3 program components are organized into 3 categories:

  1. Create and Develop an I&E Curriculum
  2. Support the Teaching of the I&E Curriculum
  3. Facilitate the Growth of the I&E Ecosystem

What is design thinking?  According to Coe Leta Stafford, Managing Director of IDEO U, “design thinking is a process for creative problem solving.” Fundamentally human-centric, it encourages organizations to focus on their customers first; this leads to the development of human-centered goods, services, and processes. Design thinking is about solving problems for people by asking questions differently. Essentially, it provides a pathway through which you can improve your creative process — and turn an idea into action. The entire design thinking process is comprised of five stages: 1. Empathize, 2. Define, 3. Ideate, 4. Prototype, 5. Test.

According to the Stanford d.school publication. “An Introduction to Design Thinking: PROCESS GUIDE,” the five stages of the design thinking process are explained below. To further understand design thinking I invite you to view the following video, “The Design Thinking Process;” it cleverly explains the five stages in under four minutes. 

1. Empathize: Learn about the audience for whom you are designing. Empathy is the centerpiece of a human-centered design process; it is the work you do to understand people, within the context of your design challenge. It is your effort to understand the way they do things and why, their physical and emotional needs, how they think about world, and what is meaningful to them.

2. Define: Construct a point of view that is based on user needs and insights. The Define mode of the design process is all about bringing clarity and focus to the design space. It is your chance, and responsibility, as a design thinker to define the challenge you are taking on, based on what you have learned about your user and about the context. After becoming an instant-expert on the subject and gaining invaluable empathy for the person you are designing for, this stage is about making sense of the widespread information you have gathered. In a word, the Define mode is sensemaking.

3. Ideate: Brainstorm and come up with creative solutions. Ideate is the mode of the design process in which you concentrate on idea generation. Mentally it represents a process of “going wide” in terms of concepts and outcomes. Ideation provides both the fuel and also the source material for building prototypes and getting innovative solutions into the hands of your users.

4. Prototype: Build a representation of one or more of your ideas to show to others. The Prototype mode is the iterative generation of artifacts intended to answer questions that get you closer to your final solution. In the early stages of a project that question may be broad – such as “do my users enjoy cooking in a competitive manner?” In these early stages, you should create low-resolution prototypes that are quick and cheap to make (think minutes and cents) but can elicit useful feedback from users and colleagues. In later stages both your prototype and question may get a little more refined. For example, you may create a later stage prototype for the cooking project that aims to find out: “do my users enjoy cooking with voice commands or visual commands.” A prototype can be anything that a user can interact with – be it a wall of post-it notes, a gadget you put together, a role-playing activity, or even a storyboard. Ideally you bias toward something a user can experience. Walking someone through a scenario with a storyboard is good, but having them role-play through a physical environment that you have created will likely bring out more emotions and responses from that person.

5. Test: Return to your original user group and testing your ideas for feedback. Test mode is when you solicit feedback about your prototypes from your users and have another opportunity to gain empathy for the people you are designing for. Testing is another opportunity to understand your user, but unlike your initial empathy mode, you have now likely done more framing of the problem and created prototypes to test. Both these things tend to focus the interaction with users, but don’t reduce your “testing” work to asking whether or not people like your solution. Instead, continue to ask “Why?”, and focus on what you can learn about the person and the problem as well as your potential solutions. Ideally you can test within a real context of the user’s life. For a physical object, ask people to take it with them and use it within their normal routines. For an experience, try to create a scenario in a location that would capture the real situation. If testing a prototype is not possible, frame a more realistic situation by having users take on a role or task when approaching your prototype. A rule of thumb: always prototype as if you know you’re right, but test as if you know you’re wrong—testing is the chance to refine your solutions and make them better.

Some background on the program:

It is my honor to participate in this pivotal initiative while contributing to innovation and entrepreneurship educational efforts in the UAE!

 

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Matthew A. Gilbert, MBA, is a marketing lecturer at Coastal Carolina University, where he teaches advertising, consumer behavior, personal selling, and principles of marketing courses. Research-oriented, he focuses on artificial intelligence, the sharing economy, and social media, with a burgeoning interest in sports marketing. He also facilitates professional development workshops and has delivered three TEDx Talks. As a consultant, he crafts marketing content, creates business curriculum, and composes professional communications.