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Innovative Teaching With Design Thinking

Explore and create
Pre-registration required

Explore and create : Workshop

Saturday, June 22, 4:00–5:30 pm
Location: 122B

Dr. Hue-An Wren  
Using a lesson from Stanford’s D-school, you'll be able to empathize with students as they experience a design-thinking lesson. This workshop will give you a solid foundation for design thinking principles and offer ideas and resources to use in the classroom. What problems will your students solve?

Audience: Coaches, Teachers, Technology coordinators/facilitators
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: Windows, Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Focus: Digital age teaching & learning
Topic: Project-, problem- and challenge-based learning
Grade level: PK-12
ISTE Standards: For Students:
Innovative Designer
  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
  • Students develop, test and refine prototypes as part of a cyclical design process.

Proposal summary

Purpose & objective

Design Thinking is a strategy often used to help students/teachers innovate to create new ideas or new solutions to existing problems. Stanford’s School of Design has taken this type of thinking and developed activities to help teachers understand the process by leading them through a project. Participants will follow the process of Design Thinking by having an opportunity to empathize, define, ideate, prototype, and test their ideas.
The objectives of this workshop are to allow participants to experience a Design Thinking workshop, to gain resources to facilitate their own workshop, and to have an opportunity for discussions among colleagues about how to infuse this type of lesson into their curriculum.
Since Design Thinking doesn’t necessarily involve a lot of tech, there are a lot of parts to this presentation that do not require a device. I intend to take participants through the phases of Design Thinking: Empathize, Framing the Problem, Ideate, Iterate, Build and Test. The technology won’t really be introduced until the Build and Test phase.
The challenge for this workshop will be to redesign the gift-giving process. Teachers will be partnered up so that they can interview each other and learn about how the gift-giving process works for them. Then they will have a chance to ideate and build a prototype of their idea. When they build their prototype, they will have the option to use a device to create this prototype. Then they will have a chance to share their ideas with the group as a whole.
At the end of this lesson, I’d like to facilitate a discussion about how they felt during this process. I’d like to highlight the uncomfortable feelings that they had while participating in this lesson. But also to show that this type of thinking can lead to more innovative thinking for our 21st Century students.


Participants will be introduced to Design Thinking and how it creates more innovative learning experiences. (15 min)
The Design Thinking Process
Examples of how Design Thinking has benefited our world
Examples of how Design Thinking is being used in the real
Google’s Design Sprints
Participants will be introduced to the Challenge (5 min)
The dilemma of giving a gift.
Participants will move through the phases of Design Thinking.
Empathize (15 min)
Partner up and interview each other about how they
feel about the gift-giving process
Make sure to switch roles
Reframe the problem (5 min)
Participants will have an opportunity to define the
problem for their partner
Ideate (5 Min)
Participants will have an opportunity to come up with
5 different ways to solve the problem.
Iterate (3 min)
Based on the reflection between partners, reiterate
the solution if necessary.
Build and Test (20 Min)
Participants will use whatever resources available
(cardboard, tape, glue, markers, and papers
will be available at the training) to create a
Participants will then test their ideas with users in the
room and get feedback.
Participants will reiterate their design and continue
to test with users in the room until time is up.
Present (10 min)
Participants will share their solutions to the
I will then start a discussion on how this process is applicable to their classrooms.

Supporting research

Stanford’s D-School
AJ Juiliani
Google’s Design Sprints

More [+]


Dr. Hue-An Wren, Garden Grove Unified School District

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