LAUNCH - Design Thinking Framework

Design Thinking attempts to inspire the essential element of creativity, the ability to take an abstract idea and create something with it.
The term “design thinking” is often attached to maker spaces and STEM labs. However, design thinking is bigger than STEM. It begins with the premise of tapping into student curiosity and allowing them to create, test and re-create until they eventually ship what they made to a real audience (sometimes global but often local). Design thinking isn’t a subject or a topic or a class. It’s more of way of solving problems that encourages risk-taking and creativity.

**Design thinking** is a flexible framework for getting the most out of the creative process. It is used in the arts, in engineering, in the corporate world, and in social and civic spaces. You can use it in every subject with every age group. It works when creating digital content or when building things with duct tape and cardboard.

1- L: Look, Listen, and Learn
In the first phase, students look, listen, and learn.

  1. sense of wonder about a process,
  2. awareness of a problem
  3. or a sense of empathy for a group of people.

2- A: Ask Tons of Questions
Sparked by curiosity, students move to the second phase, where they ask tons of questions

Goal: Inquire to gather knowledge and information
  1. No recall questions
  2. Ask Probing Questions
  3. Ask Open Ended Questions
  4. Ask Process Questions
  5. Ask Compare/Contrast or Similarities/Differences
  6. Ask Analyzing Questions

3- U: Understanding the Process or Problem
This leads to understanding the process or problem through an authentic research experience.

Goal: Understanding Problem/Process through research
  1. Surveys / Interviews
  2. Watch Video
  3. Online research
  4. Article/Book research
  5. Needs assessment
  6. Analyze Data

4- N: Navigate Ideas
Students apply that newly acquired knowledge to potential solutions.
In this phase, they navigate ideas.

Goal: Apply new knowledge to potential solutions
  1. Brainstorm ideas
  2. Analyze ideas
  3. Combine ideas
  4. Generate concept for what will be created

5- C: Create a Prototype
In this next phase, you create(design and build) a prototype. It might be:
  • a digital work or
  • a tangible product,
  • a work of art or
  • something you engineer.
  • It might even be an action or an event or a system.

Goal: Start Creating Your Design

6- H: Highlight and Fix
Next, you begin to highlight what’s working and fix what’s failing. The goal here is to view this revision process as an experiment full of iterations, where every mistake takes them closer to success.

Goal: Multiple Revisions

In the sixth phase, students launch their product to an authentic audience.

7 - Launch to an Audience
Then, when it’s done, it’s ready to launch. In the launch phase, they send it to an authentic audience. They share their work with the world

- aims to make creativity an authentic experience
- seeks/helps to develop a Design Thinking Mindset