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This is the author’s version of a work that was submitted/accepted for pub-lication in the following source:
Wright, Natalie & Wrigley, Cara(2017)Broadening design-led education horizons: Conceptual insights and futureresearch directions.International Journal of Technology and Design Education. (In Press)
This file was downloaded from: https://eprints.qut.edu.au/113978/
c© Springer Science+Business Media B.V., part of Springer Nature2017
Notice: Changes introduced as a result of publishing processes such ascopy-editing and formatting may not be reflected in this document. For adefinitive version of this work, please refer to the published source:
https://doi.org/10.1007/s10798-017-9429-9
International Journal of Technology and Design Education
1
Broadening Design-led Education Horizons: Conceptual Insights and Future Research Directions
Natalie Wright
School of Design
Queensland University of Technology
2 George Street, Brisbane, Australia
Cara Wrigley
Sydney School of Architecture, Design and Planning
The University of Sydney
148 City Road, Darlington, Australia
Abstract:
Design as an overarching pedagogical framework has been regarded by some as the avenue to re-envision
general education to develop capabilities required for twenty-first century citizens. However, despite the
adoption of design thinking within other domains, generic design-based education for lifelong learning
remains largely unexplored. A comprehensive review of literature on educating a workforce for the
knowledge economy, and the role of design in business and educational innovation, has been conducted to
create a new approach to building a culture of practice for design-led education, based on the theory of
the Innovation Matrix and the development of twenty-first century skills. This study proposes ‘design-led
educational innovation’ as a new area of research which requires a deeper understanding of the
knowledge, skills and mindsets students require to thrive in the twenty-first century and beyond as
lifelong learners in informal and formal education contexts. The findings provide an opportunity to
explore dynamic theories and methodologies borrowed from within the field of design-led innovation in
business that will broaden the horizons of design-led education, challenging existing practices to
transform educational institutions as knowledge creation organisations. This is the first paper to introduce
the Design-led Education Innovation Matrix concept, providing a prototype design-led framework to
assist educators in developing and assessing twenty-first century knowledge, skills and mindsets. In
addition, it identifies related future research areas for academia, thereby extending the reach and scope of
this emerging research area.
Keywords: Creative knowledge economy, design education, secondary education, educational innovation, lifelong learning, twenty-first century skills.
International Journal of Technology and Design Education
2
Introduction
Over the next 10-15 years, as a result of rapid advances in information and communication technologies (ICTs),
dominant global economic forces of automation, globalisation and collaboration will transform the way the
current population work, live and learn. In Australia, this translates into the disappearance of almost five million
current jobs (40%) (FYA 2015; CEDA 2015), the creation of almost 2 million new ones (Deloitte Access
Economics 2012; Skills Australia 2010), and 80% of workers employed in tertiary knowledge-intensive service
industries (Deloitte Touche Tohmatsu 2015). The new industrial revolution of the creative knowledge economy
necessitates that people of all ages embrace technology and virtual connectivity, pursue more flexible
occupations, utilising creative and social intelligence to resist automation (Bakhshi, Frey and Osborne 2015;
Frey and Osborne 2013) and drive innovation. They are also required to compete internationally with an
increasingly higher educated (particularly in Asia and the Pacific) and mobile talent pool (FYA 2015; CEDA
2015). It has become imperative that individuals and organisations continuously evolve, participating in self-
directed lifelong learning in preparation for this rapidly changing labour market (Bentley 1998; Livingstone
1999), and personal and social fulfillment (Sheridan 2007).
This article explores the impact the creative knowledge economy is having on the education of a twenty-first
century workforce, including the development of twenty-firstst century skills (P21 2009; Trilling and Fadel 2009) and learning environments for lifelong learning. It then discusses design thinking as a framework for twenty-first
century educational innovation and the need to develop an evidence-based culture of practice in order to endorse
widespread adoption. As a requisite of this, a ‘Design-led Education Innovation Matrix’ conceptual model is
proposed, which aims to assist in broadening the horizons of design-led education at all levels leading towards a
design-led culture. This builds on theories and methodologies borrowed from within the field of design-led
innovation in business, and provides a new design-led framework to assist educators and students at every level
in developing and assessing twenty-first century knowledge, skills and mindsets. Through the unpacking of this
Matrix, further research areas are identified for academia to pursue in this emerging field. Educating a workforce for the Twenty-first Century Knowledge Economy: The Education Paradigm Shift
The transition to a creative knowledge economy necessitates new cross-sector strategies, systems and policies for
educational innovation that allow the identification and acquisition of the competencies required for active and
effective participation (Gordon et al. 2009). These competencies are generally categorised as being (1)
transversal (i.e. not directly linked to one specific field but relevant to many); (2) multi-dimensional (including
knowledge, skills and attitudes); and (3) associated with higher order skills and behaviours that represent the
ability to embrace complex problems, unpredictable solutions and ambiguity (Westera 2001; OECD 2005;
Gordon et al. 2009). Hearn and Bridgstock (2010) note that innovation occurs when transdisciplinary
knowledge at the intersection of the scientific/technical, creative/cultural and business realms is combined and
generated by agents who are organised via complex, flexible and social scale-free networks. Therefore,
capabilities in innovation (creativity as well as entrepreneurship/business education), trandisciplinarity and
networks must be developed alongside domain specific creativity in the scientific/technical and creative-cultural
areas, in order for future business people, creative specialists, engineers and technologists to speak the same
language (Cox 2005).
International Journal of Technology and Design Education
3
At a school level, this demands pedagogy and curriculum that fuses artistic interests, technological innovation
and entrepreneurial energy. A cohesive interdisciplinary learning paradigm like STEAM (science, technology,
engineering, arts and mathematics) is favoured over a STEM focused one (Bakhshi, Hargreaves and Mateos-
Garcia 2013), for example. Further, it requires a move away from a focus on explicit knowledge and static
curricular units towards more ‘connected learning’ (Ito et al. 2013) involving ICTs and rich media, and social,
authentic learning opportunities, precluding artificially siloed disciplines. In this transition from a “teaching-
based approach” to a “learning-based approach” (Thomas and Brown 2011, p. 37-38), a combination of both
formal and informal experience-based learning approaches must be adopted (Misko 2008). These learning
experiences need to introduce subject matter which enables generation ‘P’ (for participatory) (Jenkins 2006)
‘prosumers’ (Toffler 1980) to embrace the unknown, and passively over time curate and recreate knowledge
socially through their own networks or ‘collectives’, either face-to-face or online, underpinned by self-
motivation and curiosity (Thomas and Brown 2011). These new models of education are demand-led, do-it-
yourself, individualised modes of learning, but focused on connections with society and exposure to a wide
range of context, role models and experiences of genuine responsibility (Bentley 1998).
Developing Twenty-first Century Competencies & Skills
Table 1 below illustrates the World Economic Forum’s (2015) view on the sixteen (16) twenty-first century skills
to be developed by students as part of lifelong learning. In a comparison of some of these skill indicators
(Foundational Literacies, Critical thinking/Problem-solving, Creativity and Curiosity) from a sample of high-
income OECD countries, Finland, South Korea and Japan performed strongly in all skills. When surveying the
performance of other countries, in general, it seems a weaker performance in Creativity or Critical
thinking/Problem-solving skills attributed to a corresponding weaker performance in some of the foundational
literacies (World Economic Forum 2015).
Twenty-first Century Skills Required for Lifelong Learning
Foundational Literacies How students apply core skills
to everyday tasks
Competencies How students approach complex
challenges
Character Qualities How students approach their
changing environment 1. Literacy 2. Numeracy 3. Scientific Literacy 4. ICT Literacy 5. Financial Literacy 6. Cultural and Civic Literacy
7. Critical Thinking/Problem-solving 8. Creativity 9. Communication 10. Collaboration
11. Curiosity 12. Initiative 13. Persistence/Grit 14. Adaptability 15. Leadership 16. Social & Cultural Awareness
Table 1. Skills required by students for the twenty-first century (Adapted from the World Economic Forum 2015).
To date, several frameworks envisioning student acquisition of twenty-first century competencies, in order to
drive teachers’ design of students’ learning experiences, have been developed. These include the EnGauge
Framework (Group & NCREL 2003), the Organization for Economic Cooperation and Development’s (OECD)
Key Competencies for Education (OECD 2005), the Assessment and Teaching of 21st Century Skills (Binkley et
al. 2010), and the Partnership for Twenty-first Century Skills (P21 2009; Trilling and Fadel 2009). Researchers
such as Voogt and Roblin (2012) have summarised common facets among these frameworks and more recently,
International Journal of Technology and Design Education
4
Koh et al. (2015) suggest that educators need to design twenty-first century learning that engages students in the
following five dimensions:
• Social-cultural dimension – situated in collaborative contexts that may also be multicultural
• Cognitive dimension – applying basic literacies and content knowledge (beyond regurgitation) to solve
ill-structured real-world problems
• Metacognitive dimension – learning from the learning/process to develop self-regulatory practices for
adaptation and support lifelong learning
• Productivity dimension – authentic learning for workplace realities, with real-world productivity
expectations for quality and efficiency built into assessment
• Technological dimension – exploitation of appropriate ICT tools (information and media) to support
learning
Curriculum anchored in contexts supporting the social construction of new knowledge, metacognition,
experimentation and risk-taking, the use of real-world assessment criteria and the exploitation of technology, can
help citizens apply these dimensions to develop twenty-first century skills, knowledge and mindsets which will
underpin innovative nations. However, systemic change in educational practices at all levels to support the
development of these competencies, requires the disruption of the traditional epistemology of “knowledge as
verified truth” (Koh et al. 2015, p.9) born of the Industrialised Age, which favours direct instruction and
regurgitation to support testing requirements. A new educational landscape is required, which expands the
traditional epistemology toward a design epistemology (Rowland 2004; Tsai et al. 2013; Cross 2006) to enrich
learning horizons though the creative and social construction, proposition and contextual evaluation of practical
ideas to resolve real-world complex problems. This positions student-engaged acquisition of twenty-first century
competencies within Popper’s (1978) three interacting ontological worlds of the physical, psychological and
conceptual, as the central driver for the design of learning environments and experiences, and therefore impacts
educator practices, preparation, and evaluation.
An Evolving Field: Design Thinking for Educational Innovation
For the purposes of this research, ‘design’ and ‘design thinking’ shall be used to describe design practice and
competence practiced for and with non-designers (Johannsson-Skoldberg et al. 2013) in the educational context.
Utilisation of a systematic human-centred approach to explore the definitions of problems and synthesise
solutions (Buchanan 1992; Owen 2007) in an iterative, collaborative framework encompassing inspiration,
ideation and implementation (Brown 2008), is implied. This is distinct from “designerly thinking” which is used
to describe professional designers’ practice (Johannsson-Skoldberg et al. 2013). In this context, ‘design-led
education’ for students, is an approach used in concert with interdisciplinary academic content to support
personalised generic twenty-first century capabilities and life-long learning, rather than ‘about design’ as a
cluster of autonomous professional disciplines. At a strategic level, for educators (as designers of innovative
learning experiences), it describes the expansion and delivery of a vision for student-centred educational
transformation, through co-design with stakeholders. This requires the capabilities of a combination of principles
including design process (knowledge), design skills (methods and tools) and design mindsets (Brenner et al.
2016; Koh et al. 2015; Hoadley and Cox 2009).
International Journal of Technology and Design Education
5
Design as an overarching pedagogical framework has been regarded as an avenue to develop the twenty-first
century capabilities of innovation and enterprise, especially in collaboration with art, science and technology, in
educational contexts (Howard 2008; Trilling and Fadel 2009; Koh et al. 2015; Noweski et al. 2012; Yelland,
Cope and Kalantzis 2008; Lee and Kolodner 2011; Razzouk and Shute 2012; Sims 2014). In particular, design
thinking utilised in repetition, has been conceived as an educational model that creates mindsets that build
‘creative confidence’ (Rauth, et al. 2010; Jobst et al. 2012; Koh, Chai and Lee 2013) or “creative self-efficacy”
(Tierney and Farmer 2002), a view consistent with Dweck’s findings on growth and fixed mindset (Dweck 2006).
Additionally, in response to issues of engagement in foundational school literacies, design thinking is proposed
as a “way of thinking and being that can potentially enhance the epistemological and ontological nature of
schooling” (Razzouk and Shute 2012, p. 343) and foster agency and active citizenship. It provides the benefits of
interpersonal learning through collaboration in diverse teams (Page 2007), considering multiple perspectives
(Ballanca and Brandt 2010).
Koh et al. (2015) have proposed that the aforementioned twenty-first century learning dimensions can be
externalised as design episodes as a way of scaffolding and assessing learning. Design thinking can also assist
educators to be more competent in solving problems and make epistemic leaps beyond routine expertise. With a
knowledge of design patterns (Hoadley and Cox 2009), and by developing the differentiating designerly
practices of ‘framing’ (Schön 1983, 1987; Dorst 2015) and reflective practices such as ‘reflection-in-action’
(Schön 1983, 1987), contextual constraints can be transformed into opportunities for educational innovation
(Koh et al 2015).Sims (2014) proposes “design alchemy” as a model for instructional designers, which
incorporates the learning theories of constructivism, social learning, situated cognition, experiential learning and
connectivism to develop active/creative, socially inclusive, contextual, problem solving and emergent pedagogy.
Even though the conceptual importance of design thinking is gaining recognition with educators, the gap
between theory and practice remains wide open, especially in the area of K-12 preservice teacher education, and
little research has yet been dedicated to understand its value in assisting development of pedagogical repertoire
to support twenty-first century learning (Koh et. al 2015).
Wright and Davis (2014) propose a flexible, scalable and inclusive learning environment model (Figure 1) for
both informal and formal design-led education at all levels (primary, secondary, tertiary and professional
development), which references the three defining features of the creative knowledge economy – innovation,
transdisciplinarity, and networks (Hearn and Bridgstock 2010). It highlights new models of engagement between
education sectors, industry and community required to expand knowledge creation between business, education,
science, design and the creative sectors in areas of research and practice. Consequently, this heralds a
disintegration of the traditional classroom as a learning environment, but also larger, the silos of the education
ecosystem.
International Journal of Technology and Design Education
6
Figure 1. Learning Environment Model (Wright and Davis 2014)
In the context of the democratisation of generic design competencies, there is little public understanding of the
difference between novice and expert designers. Adapted from the The Five-Stage Model of Adult Skill
Acquisition (Dreyfus 2004), Lawson and Dorst (2009) distinguish between seven ‘levels of design expertise’
which correspond with seven different ways of design thinking or operating in design practice. These are ‘Naïve’
(result-focused/choice-based and representing design done by ordinary people in everyday life), ‘Novice’
(convention-based and exploring design “as a series of activities organised in a formal process”), ‘Advanced
Beginner’ (situation-based), ‘Competent’ (strategy-based), ‘Expert’ (experience-based), ‘Master’ (creating new
schemata) and ‘Visionary’ (redefinition of the field) (Dorst 2015, p.57). Each of these levels comes with its own
methods, critical skill set and mode of reflection. Arguably, undergraduate design students reach a ‘Competent’
level, at which they are capable of actively steering development of a design problem within their design domain,
rather than merely reacting to a problem situation (Dorst 2015). In order to cultivate appropriate and effective
21st century competencies, this research therefore proposes that general design-led education should target a
baseline level of ‘Advanced Beginner’ at which it is recognised that design problems are “highly individual and
situated” and “less amenable to standard solutions” (Dorst 2015, p.58).
Waks (2001) proposes that Schön’s general educational design (1995), places formal project-based learning and
design education as the “central hub” of the secondary school, leaving the university free to devote itself to
professional training. However, he concedes that secondary students, unlike those in professional schools, will
not generally be novices in chosen vocations, and school educators will not generally be masters in specific
occupations. This points to a more generic discipline of school design education with generalist teachers capable
of responding flexibly in amateur design projects generated by school students. As facilitators, they would be
motivating them to make use of general knowledge, and guiding them through frustration and uncertainty to
successful completion, in readiness for domain specific design-led education at a higher level.
Developing a Culture of Practice in Design-led Education
Davis and Littlejohn (2017) detail a rich history of K-12 project-based and design-based formal and informal
teaching and learning developed in schools, universities, cultural institutions, design firms and foundations
(some funded by research and led by designers) for both educators and students since the 1970s in the USA.
Stanford University Graduate School of Education REDlab and the Hasso Plattner Institute of Design (d.school)
publish vital research on the value of design thinking for education (eg. Goldman and Kabayadondo 2017;
Carroll et al. 2010). In the UK, despite the inclusion of Design and Technology as a discrete national
International Journal of Technology and Design Education
7
curriculum subject in the 1970s, and sponsored research on Design in General Education, reviews highlight a
lack of evidence-based research assessing its impact on national innovation and education systems. However,
this did reposition design as a distinct body of knowledge comparable to, but distinct from, the humanities or
sciences. It introduced writings (Cross 2006; Lawson 1990) which continue to be seminal references in books on
design thinking for the business community (Davis and Littlejohn 2017).
More recently in the Asia-Pacific region, South Korea, Hong Kong and China are reexamining design education
at all levels towards workforce innovation (Design Commission 2011; Education Commission 2002; Heskett
2003). Singaporean children are exposed to design education programs in both primary and secondary school
and valuable research examining design thinking for twenty-first century learning, from both pre-service and in-
service teacher perspectives, is being conducted (Koh et al. 2015).
However, despite the ubiquitous adoption of design thinking in business, IT and engineering contexts, and the
desire to re-envision education to foster the traits identified as twenty-first century competencies, there is still no
widespread adoption of design thinking in formal education to support educators’ practices or the cultivation of
student capabilities for innovation. David and Littlejohn (2017) suggest that in order to define and evaluate the
use of design in schools, there needs to be an organised disciplinary “culture of practice”. This would explicate
how proponents establish learning communities to build practice and research consensus, and drive field maturity,
educational policy and universal adoption. Arguably, this is required at all levels of education. This “culture of
practice” will be defined by communities of practice comprised of people who share collective beliefs and values,
a distinct network of connections, communicate through a common vocabulary and participate in frameworks
with a particular structure (Lave and Wenger 1991).
Davis and Littlejohn concede that to date this traditional definition has been challenged in the USA (and
arguably in Australia) due to the majority of activity having been “largely in outreach efforts, under the direction
of external curriculum developers and the in-service training of teachers in short workshops” in formal and
informal learning contexts (2017, pp. 28-29). Additionally, these efforts have been evaluated on the success of
delivering design-based instruction rather than on 21st century student achievements against measured
disciplinary criteria. They propose the following gaps in this practice are “(1) Consensus about the purpose and
theories of action about design thinking as applied in education; (2) Documentation and interpretation of its
history and philosophy in the literature of education; (3) development of systematic methods of evaluation and
empirical research that recommend specific practices over others; and (4) inclusion of design-based strategies in
the pre-service education of teachers.”
These gaps can only be filled through the formation of purposeful learning communities or networks including
educators, academia, industry (including designers) and community to co-design and evaluate learning
environments. Design-led education requires a “reactive pedagogy” which cannot be reduced to applying a series
of linear steps, and requires an acceptance of ambiguity and unpredictability (Cox et al. 2017). Frequent
conversation and documentation about perceptions, process and outcomes between members of the community
(Koh et al. 2015), including students, is necessary for innovation. Koh et al. (2015) also suggest that the
introduction of external instructional leaders such as researchers to seed and co-develop new pedagogical
International Journal of Technology and Design Education
8
vocabularies as design frames, effectively motivates and progresses the development and adoption of
transformative design ideas. This is due to a greater focus on learner needs, and the prevention of the premature
curtailing of teachers’ ideation by focusing on contextual constraints.
The Design-led Education Program Framework (Figure 2) is the next evolution of the Learning Environment
Model (Figure 1). It captures the importance of networks or learning communities in the pursuit of educational
innovation towards transdisciplinary learning in both the classroom and educational institutions, while in parallel,
developing evidence-based research towards a culture of practice. This represents a shift for educators to
continue to expand their skillset as co-designers and facilitators of curriculum, community engagement and
partnership brokers, and also as researchers building evidence for learning and leadership.
Figure 2. Design-led Education Program Framework
In order to respond to the first aforementioned gap in developing a culture of practice for design-led education,
this article now proposes a conceptual framework for Design-led Educational Innovation.
The Design-led Education Innovation Matrix: Conceptual Framework
Baghai, Coley & White (1999) describe a company’s growth potential to be a function of three distinct phases or
‘horizons’ of product and revenue creation, as shown in Figure 3. Each phase must be managed simultaneously
for effective innovation but requires different competencies, capabilities and personal profiles. In this framework,
Horizon One is defined as the core business of the current corporation, which usually accounts for the lion’s
share of annual revenue, profit and cash flow. Horizon Two includes the ventures in the entrepreneurial phase
poised for rapid growth or the products just entering the market (with a long way to go before market
maturation). Finally, Horizon Three contains the seeds for tomorrow’s growth or the projects that are real
investments and more than just ideas.
Design-led Education Program
Academia
Com
munity
Networks
Ind
ust
ry
Innovation
Research
Cul
ture
of P
ract
ice
Transdisciplinarity
International Journal of Technology and Design Education
9
Figure 3. The Three Horizons Model (Baghai, Coley and White 1999).
In the business context, the success rate for bringing new innovation ideas to market is also woefully low. This is
due to the incorporation of linear processes which neglect the complexities and funnel research results, new
feature-rich technologies and, to a lesser extent, user experiences, towards advanced development and new
business processes into the market too early (Kyffin and Gardien 2009). This is usually performed within the
dominant innovation model of glocalization, in which the organisation develops products to suit a developed
economy and, with a few changes, then launches the same product in emerging markets (Immelt et al. 2009).
Kyffin and Gardien (2009) propose a different way of capitalising on new ideas towards market adoption by
starting again to investigate territories surrounding the idea in a non-linear approach through Christensen’s (1997)
theory of transformational or disruptive innovation. This broadly describes a process in which a product or
service targets the lower spectrum of a market and the needs of these users, and then over time moves through
the upper end of the market to eventually displace a mature competitor.
Figure 4. The Innovation Matrix (Kyffin and Gardien 2009)
In “Navigating the Innovation Matrix”, Kyffin and Gardien (2009, p. 57) propose that “the scope of innovation
has increased in complexity, where products, services, user needs and technologies need to be integrated while
bringing many different stakeholders together”. They indicate that this therefore requires an alternative process
of innovation as a network of options seen within a trajectory of the three horizons of growth and utilised on a
case-by-case basis, rather than the linear “straitjacket” approach. Kyffin and Gardien’s (2009) ‘Innovation
horizon 1
specificcampaigns
conceptcar
aspirationalpromise
incrementalinnovation
collaborativeinnovation
innovation debate(probes)
people &market research
future focusedpersona research
social culturaltrends &
narratives
communicatevalue
developvalue
identifyvalue
horizon 2 horizon 3
International Journal of Technology and Design Education
10
Matrix’, as shown in Figure 4, emphasises that different competencies, capabilities and personal profiles are
required for each phase. It proposes that the mechanisms of ‘identifying value’, ‘developing value’ and
‘communicating value’ are superimposed on the three horizons model to show a number of interesting and
effective ways of capitalising on opportunities in Horizon Three.
This research uses Baghai et al.’s (1999) framework in order to better understand a model for design-led
innovation that can potentially translate across educational contexts. Just as these horizons represent the ‘growth
staircase’ of manageable actions for business, parallels can be drawn to establish three horizons required for
effective innovation in the classroom and the growth of the twenty-first century student, as shown in Figure 5.
Carroll et al.’s (2010) research from the Taking Design Thinking to Schools Research Project focuses on the role,
impact and efficacy of design thinking within a semi-urban middle school geography classroom in the United
States San Francisco education system. It highlights three major themes of (i) Design as Exploring:
Understanding Design, (ii) Design as Connecting: Affect & Design, and (iii) Design as Intersecting: Design
Thinking & Content Learning. In this context, using the Partnership for Twenty-first Century Skills Framework
(P21 2009; Trilling and Fadel 2009), the ‘Design as Exploring’ theme could be categorized as the ‘Horizon One’
phase described by Baghai et al. (1999). This is where students explore and understand the design process while
also mastering foundational tools of information, media and technology literacies, core subjects and twenty-first
century interdisciplinary themes (P21 2009; Trilling and Fadel 2009). The ‘Design as Connecting’ theme relates
well with the ‘Horizon Two’ phase (Baghai et al. 1999). This involves preparing students for more complex life
and work environments with learning and innovation skills (often referred to as the 4Cs - critical thinking,
creativity, communication and collaboration - and categorised as competencies in Table 1) (P21 2009; Trilling
and Fadel 2009), as well as metacognitive skills. Lastly, the ‘Design as Intersecting’ theme correlates with the
Baghai et al’s (1999) ‘Horizon Three’ objective. This consists of planting the seeds for tomorrow’s growth by
developing adequate life and career skills to empower utilisation of design thinking in life and work
environments (P21 2009; Trilling and Fadel 2009).
Figure 5. The Three Horizons of Design-led Education Model (Adapted from Baghai, Coley and White 1999;
Carroll et al. 2010; P21 2009; Trilling and Fadel 2009; Hess et al. 2014)
International Journal of Technology and Design Education
11
Within the educational context, utilising Hess et al.’s (2014) research on career and college readiness (which
identifies three skillsets necessary for success in post-secondary education) and the work of Estrada and
Goldman (2017), Horizon 1 and Horizon 2 focus on the development of “cognitive” skillsets. These emphasise
“critical thinking, information literacy, reasoning and argumentation” (2017, p. 38). Horizon 2 and 3 focus on the
“interpersonal” and “intrapersonal” skillsets (Hess et al. 2014). The “interpersonal” skillset personalises the
experience of learning in any social context, and includes “communication, collaboration, responsibility and
creative-productive thinking”. The “intrapersonal” domain develops both independence and interdependence
“through action with reflection or praxis and the application of learning to the larger social context” (Estrada and
Goldman 2017, p.39). The foundational dispositions of interpersonal and intrapersonal skills are not often
intentionally nurtured through formal education, but when synthesised with cognitive competencies through
design thinking, promise to prepare citizens for life readiness (Figure 5).
Educators as designers need to have the skills and mindsets to facilitate the co-creation of innovation beyond
internal organisational/institutional collaboration, to maintain a people-focused perspective, building concepts
from the bottom up. Mapping the efficacy of design thinking with the twenty-first century student outcomes
provides a framework for the evaluation and continuous improvement of design thinking pedagogy in the
classroom. However, in order for this framework to resist a linear approach to knowledge, skill, and mindset
development, and allow for more widespread, localised and longitudinal data collection within a culture of
practice, design-led educational innovation must similarly incorporate the complexity of changing learning
environments and the options for various intermediary social structures.
The quest for a design-led innovation approach in the education context for creative capacity building requires a
fundamental shift towards a more complex and experimental pedagogical setting. Horizon Three represents the
development of individual skills for lifelong learning, enabling active citizenship and the navigation of complex
environments in the globally competitive information age. This demands “mutual involvement of teacher and
student in assembling and disassembling cultural products designed to inform, entertain, subvert, problem-solve
and inquire” (McWilliam and Haukka 2008, p. 662), drawing on a fluid network of people and ideas to manage
and implement methods and processes (with the tertiary sector as the central actor) (Wright & Davis 2014).
Schools and other educational institutions need to be radically reframed as knowledge creation organisations,
fostering a generic design mode of thinking among today’s learners (Bereiter and Scardamalia 2006) and a
repositioning of the role and skills required of the educator. The Design-led Education Innovation Matrix (shown
below in Figure 6) therefore emphasises the different competencies, capabilities and personal profiles required
for each horizon phase, as process, skills and mindset, corresponding to the identify value, develop value and
communicate value mechanisms required to capitalise on opportunities in Horizon Three.
International Journal of Technology and Design Education
12
Figure 6. The Design-led Education Innovation Matrix (Adapted from Kyffin and Gardien 2009; Carroll, et al. 2010; P21 2009; Trilling and Fadel 2009)
This Matrix (Figure 6) assumes that a non-designer in an educational context, after suitable repetitive practice of
design thinking processes and skills, building mindsets which in sum cultivate “creative confidence” (Kelley and
Kelley 2013) (not accounting for other factors affecting skill development), can achieve generic base-level
design thinking capabilities to the Advanced Beginner (situation-based) level or in the case of undergraduate
design students to a “competent” (strategy-based) level in Horizon 3. This would be the goal for formal
education in the primary, secondary and tertiary sectors, obviously moving towards more sophisticated levels of
integration based on student maturity, and therefore becoming more solution-focused rather than problem-
focused with experience (Cross 2004).
It is proposed that in design immersion programs of up to three days duration, which initially introduce non-
design students at any level of formal education to the processes, skills and mindsets of design thinking and take
them through various scaffolded design challenge activities in order to put theory into practice, that the aim is to
seed a Horizon 2 capability, building momentum in the learning of this emerging framework for action. This
would equate to the emerging capabilities of an ‘Advanced Beginner’ (situation-based) level, at which design
problems are considered to be “highly individual and situated” (Dorst 2015, p.58). In a half to one-day program
it is unlikely that students will move beyond Horizon 1 or a ‘Novice’ level (2015), but this may seed the
opportunities afforded by design thinking and promote self-regulated learning in collectives, which move
towards Horizon 2. In the case of educators of these learning environments (dependent on the audience), it is
proposed that they would need to at least be an ‘Advanced Beginner’ but preferably ‘Competent’, and therefore
have completed undergraduate studies in design (Horizon 3 capabilities), to facilitate learning environments up
to the Horizon 2 level.
Implications of the Design-led Education Innovation Matrix
The Design-led Education Innovation Matrix has implications for both the professional development of in-
service and pre-service educators and the development of student efficacy as twenty-first century citizens,
beyond the professional realm of design. It will allow them to embrace new learning opportunities beyond the
classroom, combining the rigour and depth of the best professional instruction with the flexibility and
horizon 1
disciplinary-adaptive
Design as ExploringUnderstanding Design
(Mindset)
(Skills)
(Process)
Design as Connecting:Affect and Design
Design as Intersecting:Design Thinking &Content Learning
context-adaptive/locally situated
visionaryleadership
foundational &information/media/technology literacy
learning/ innovation (4cs)& metacognition
life & careerempowerment
recognition &adoption
collaborativeapplication
integration
communicatevalue
developvalue
identifyvalue
horizon 2 horizon 3
International Journal of Technology and Design Education
13
motivational power of community-based collaborative learning and co-design. Schools will need to “transform
themselves to become the hubs of learning networks, centres of learning excellence which aid the development
of understanding by brokering learning opportunities with people and organisations in the communities around
them” (Bentley 1998, p.183). The construction of the Design-led Education Innovation Matrix will allow
innovation-generating possibilities in an open learning model, to leverage future development in this sector. It
assumes the potential variables of community, parents, design and industry professionals, business professionals,
university instructors, tertiary design, business and education students, online tools and out-of-classroom activity.
The Matrix provides an aspirational framework for educators developing design-led educational pedagogy and
curriculum to ensure that both informal and formal learning environments are building lifelong twenty-first
century skills to support an evolving workforce. As such, it is intended that the aforementioned five dimensions
(Koh et. al 2015) are incorporated and therefore technology informs practice but does not determine it (Sims
2014).
Brief overviews of the three mechanisms of identify value (process), develop value (skills) and communicate
value (mindset) are provided below and the Horizons explained and expanded upon in the following ‘Research
Propositions and Potential Directions’ section. It is important to note that the Matrix positions the learner or
student and their development of the “4Cs” (outlined as the competencies of critical thinking, creativity,
communication and collaboration in Table 1) and metacognition at the centre of educational innovation, with the
capacity to move between Horizons dependent on individual and group abilities. As this framework applies to
generic design-led education for lifelong learning, the following sections discuss non-designers as learners,
which includes both students and educators aiming to achieve an ‘Advanced Beginner’ level of design expertise.
Identify Value (Process)
For non-designers, applying the principles of design thinking alone without a structure is too demanding for the
‘Novice’, so in order to identify value for progressive adoption, collaborative application and ultimate
integration of design thinking as a generic problem solving/knowledge creation habit in Horizon 3, a number of
definitive phases are outlined. These are used iteratively rather than linearly, and must be recognised and
understood metacognitively by all non-designer learners in order to define and solve authentic problems and deal
with varying levels of ambiguity. Carroll et al.’s (2010) study utilised a design thinking process including phases
of understand, observe, point of view, ideate, prototype and test (Stanford University 2007). Other design
processes such as IDESiGN thinking (Burnette 1993), d.school (Stanford University 2007), Design Thinking for
Educators (IDEO 2012) and Design Minds (The State of Queensland 2012; Duell et al. 2014) have similar
components that may be articulated slightly differently. It is important to emphasise in educational contexts that
these different processes exist, among others, however they can be customised dependent on audience and
context. It is expected that in addition to knowledge about design phases, progressively learners over the three
Horizons will develop knowledge of the values and philosophies underpinning design choices, patterns across
design problems, and the roles that designers can play within a design team (Hoadley and Cox 2009).
Develop Value (Skills)
Abilities to deploy appropriate tools and methods within the process of design thinking to hone mindset
(explained in the following section) and develop value, are essential capabilities in the twenty-first century.
International Journal of Technology and Design Education
14
Foundational skills of information literacy, observation and interviewing for early research stages of the design
process and information/media/technology literacies and storytelling to encourage experimentation and
communication in Horizon 1, are essential. Guidelines on idea generation, workspaces, moderation and methods
for optimum teamwork in Horizon 2, and ultimately reflection, time management and leadership tools will
enable operation in Horizon 3. These methods and tools originate from diverse knowledge areas such as
ethnography and informatics, creativity and design, communication and quality management, and cannot be
easily assigned to particular phases in the design process. Tools that differentiate design thinking can include
stakeholder (Brenner et al. 2016), empathy and journey mapping (Stanford University 2011); persona-method or
composite character profiling (Brenner et al. 2016; Stanford University 2011); the 5-Whys Method (Ohno 1993);
brainstorming and bodystorming; and prototyping (Stanford University 2011), to mention a few.
Communicate Value (Mindset)
Learners on the journey to becoming design thinkers through their interactions with materials, objects and
experiences, need to inherit and develop the social and epistemic dispositions essential to use the process and
skills to create innovative and human-centred ‘out of the box’ solutions. Design thinking can assist in shifting
deeply ingrained siloed limitations such as privileging of predetermined correct answers, exposure to pre-
selected dominant narratives, and the pursuit of decontextualised problem solving skills (Goldman et. al 2017).
The learning environment will determine the level of “sophistication, transformation, application and integration”
of mindsets (Goldman et al. 2012, p.13). In the case of learning environments for the ‘Novice’ and ‘Advanced
Beginner’ (Lawson and Dorst 2009), which aim for Horizon 1 and Horizon 2 capabilities respectively, learners
should experience the strengthening of four key conceptual “mindshifts: human centred; experimental;
collaborative; and metacognitive” on the journey to becoming a design thinker, which can be measured alongside
process, and skills in a reflective “Design Thinking Assessment Rubric” (Goldman et al. 2012).
The requisite, idiosyncratic “human-centred” mindshift is characterised by moving beyond egocentric
perspectives to enable empathic insights and solutions, and foregrounds the “collaborative” mindshift or belief
that radical collaborations form the basis for transformative innovation. The “experimental” or “fail often and
early” (Brenner et al. 2016) mindshift is indicated by a realisation that prototyping - doing, making and
visualising – is integral to thinking and the evolution of ideas. The “metacognitive” mindshift requires an
essential awareness of how different phases of the iterative design process, including a combination of divergent
and convergent thinking, can be utilised to respond to changing problem parameters. As design thinkers mature,
and reach a Horizon 3 capability of ‘Competent’, and beyond to ‘Visionary’ level (Lawson and Dorst 2009), it
would be expected that they exhibit the fundamental intrinsic mindsets, or orientations to learning. These are
Human-centredness, Empathy, Mindfulness of Process, Culture of Prototyping, Show Don’t Tell, Bias Towards
Action and Radical Collaboration (Carroll et al. 2010). They could be expanded to a repertoire of Schweitzer et
al.’s (2016) eleven mindsets (including both cognitive and behavioural components), when utilising design
thinking in a business context.
International Journal of Technology and Design Education
15
The Innovation Matrix - Research Propositions and Potential Directions
While much remains to be discovered in this field, future research propositions and potential research directions
are evident and necessary to be explored, in order to develop an evidence-based culture of practice around
design-led education. Three driving research directions and key research questions have been influenced by the
three Horizons of the Design-led Education Innovation Matrix (Figure 6).
Horizon 1 – Design as Exploring: Understanding Design
The Horizon 1 Design as Exploring: Understanding Design theme (Carroll, et al. 2010), reflects learners
recognising and adopting the discourse of design and diverse aspects of the design thinking process, various
foundational tools (skills) and preliminary mindshifts, in a prototype-driven learning environment. Learners are
exploring all aspects of a problem situation through multiples sources and iterations, without jumping to
immediate solutions. Importantly, this is achieved through social interaction, an empathic lens, and learners
beginning to view themselves as active change agents. Learning impact is measured by the development of
empathy or human-and environment-centred concern (Razzouk and Shute 2012), curiosity, optimism,
purposefulness, self-motivation, a challenging of preconceived ideas, and a viewing of the world differently.
Demonstration of understanding of key concepts and content is also necessary and can be achieved for all
Horizons through “Performance of Understanding (PoU)” and “peer and public scrutiny” (Gudipati and Sethi
2017; Sara and Parnell 2004).
In this Horizon, it is accepted that, as educators are inherently designers of learning, “design thinking is not new”
(Kwek 2011, pp.14-16). It focuses on getting the students to master the central concepts and principles of core
subject areas (English, world languages, arts, mathematics, economics, science, geography, history,
government/civics) and twenty-first century interdisciplinary themes (global awareness and entrepreneurial, civic,
health and environmental literacies) (P21 2009), while exploring a real-world problem in a similar way to
project-based learning. To date limited published studies have examined the role of design thinking in the K-12
context to aid mastery in core subject areas such as STEM (Carroll 2015; Carroll 2014), STEAM (Tan et al. 2017)
and more specifically science (Kolodner et al. 2003; Puntambekar and Kolodner 2005; Levy 2013; Doppelt et al.
2008; Wendell and Rogers 2013), technologies (Todd 1999; Kangas et al. 2013), engineering (Goldman et al.
2017) and mathematics (Goldman et al. 1998; Middleton and Corbett 1998). While some exemplar research of
disciplinary-adaptive Horizon 1 adoption of design has been conducted in other subject areas, such as social
studies/history (Koh et al. 2015) and geography (Carroll et al. 2010), further research needs to be conducted in
other subject areas to determine viability.
It is also understood that in exploring the application of the design process, because of its iterative nature, both
learners and educators “don’t have to do all the parts” in a neat step-by-step process in order to dovetail with the
disciplinary objectives, particularly in more formal learning environments (Kwek 2011, pp. 16-18). Instead,
design thinking can be operationalised with individual design process phases, skills and mindsets that can be
applied as “standalone activities within a lesson” (Zielezinski 2017, pp. 196). This is particularly relevant to the
learning of information, media and technology digital literacies (P21 2009; Trilling and Fadel 2009), which
encourage the exploitation of technology tools and online resources to build knowledge to support the design
International Journal of Technology and Design Education
16
thinking process (Howland, Jonassen and Marra 2012). In the case of educators, who must themselves shift from
a decontextualized direct instruction approach, this has the benefit of lowering the barriers to entry and
encouraging experimentation with design thinking in learning environments for the ‘Novice’ and within
particular subject areas that have their own languages and traditional modes of thinking such as inductive
thinking in science.
This leads to questions such as:
• How can universities, cultural institutions, professional associations and curriculum advisors build
strategic partnerships to extend and evaluate consistent informal learning outreach efforts towards a
praxis model for widespread recognition and adoption of design-led education at all levels?
• How can a design-led education framework assist in student-centred disciplinary content mastery and
the reframing of educators as ‘designers of learning’ for knowledge creation rather than knowledge
acquisition?
• What are the roles of professional designers and tertiary design educators and students as “design
innovation catalysts” (Wrigley 2016) in upskilling non-designer educators and students in foundational
design process, skills and disciplinary mindsets?
Horizon 2 - Design as Connecting: Affect and Design
The Horizon 2 Design as Connecting: Affect and Design theme (Carroll, et al. 2010), foregrounds the powerful
role design thinking plays in preparing students for complex life/work environments, strengthening and nurturing
“creative confidence” (Kelley and Kelley 2013) and a growth mindset (Dweck 2006). This is achieved through
the affective elements of social interactions and the Learning & Innovation Skills of Critical Thinking &
Problem Solving, Creativity & Innovation, Communication and Collaboration (the “4Cs”) (P21 2009; Trilling
and Fadel 2009). Learning impact can be measured through a growth in the dispositions of Horizon 1 as well as a
bias towards action and risk-taking, development of the above skills, and also metacognitive skills, which
demonstrate an awareness of progress within the design process, and behaviours required at each phase. In this
Horizon, learners will exhibit Razzouk & Shute’s (2012, p.336) design-thinker characteristics of “Ability to
visualize”, “Predisposition toward multifunctionality”, “Ability to use language as a tool”, “Affinity for
teamwork”, and “Avoiding the necessity of choice”.
Horizon 2 is categorised by moving beyond subject area/disciplinary boundaries to engage in personally
meaningful, relevant work, which crosses subject area/disciplinary boundaries to be more locally situated and
“context-adaptive” (Johnson 2017) in a greater social context. This is critical, given the importance of place in
the creative knowledge economy (Deloitte Touche Tomatsu 2015), and being empathetic to the tailored
education needs of those citizens living in regional and remote areas outside primary agglomeration economies,
and therefore with less exposure to formal and informal education opportunities offered by universities, cultural
institutions and professional associations. Additionally, design thinking beginning with context/place as the
foundation through which to make connections to content, accommodates learners and educators of “hybridised
multiculturalism and multilingualism”, “shaped by globalization, political instability, technological innovation,
climate shift and migration” (Johnson 2017, p.126), indigenous and eastern perspectives. It also aligns to, and
International Journal of Technology and Design Education
17
has been explored and documented as, a tangible process to complement context-adaptive teaching approaches
such as place-based learning (Grunewald and Smith 2014; Grunewald 2003; Smith 2002) and culture-based
education (Kana ‘iaupanai et al. 2010; Castagno and Brayboy 2008), to tackle social exclusion and improve the
“adaptive expertise” of educators (Johnson 2017).
The context-adaptive and locally situated Horizon 2 mindset for communicating value is dependent on educators
at all levels cultivating “well-leveraged and constantly evolving strategic partnerships” (Estrada and Goldman
2017, p.38) with professional designers and members of their local community, committed to collective and
reflective action, guided by research. An exemplar of ‘radical collaboration’ in a learning community has been
documented by the Stanford Graduate School of Education REDlab d.loft STEM Learning Education and
Research Project in the short documentary film Design Time (Cole et al. 2015), telling the story of the team
journey.
This leads to questions such as:
• What is the impact of adopting design thinking as a foundational framework for context-adaptive rather
than standardised common curricula in regional and rural areas?
• What is the value of both informal and formal design-led learning environments in developing creative
confidence and transformative twenty-first century Learning and Innovation Skills (critical thinking,
communication, collaboration & creativity)?
• What does best practice partnership as a part of a design-led learning community look like and what
tools and methods can be developed to support collaborative application of design-led frameworks in
the classroom and community?
Horizon 3 - Design as Intersecting: Design Thinking and Content learning
The Horizon 3 Design as Intersecting: Design Thinking and Content Learning theme (Carroll et al. 2010)
highlights the relationship between design thinking and academic content learning, and emphasises an ability to
integrate design thinking as a process to connect content knowledge for personal lifelong learning and career
empowerment, thereby inspiring others to utilise design thinking through visionary leadership. Learning impact
can be measured through the development of the Life and Career Skills of Flexibility and Adaptability, Initiative
and Self-Direction, Social and Cross-Cultural Skills, Productivity and Accountability and Leadership and
Responsibility (P21 2009; Trilling and Fadel 2009), a growth in the dispositions of Horizon 1 and 2, as well as
heightened metacognitive skills. This is demonstrated through a more sophisticated mindfulness of the design
process such as reflection-on-action, reflection-in-action (Schön 1983), thinking modes (including divergent and
convergent thinking, integrative thinking, abductive reasoning, emotional intelligence and systems thinking),
“systemic vision” (Razzouk and Shute 2012, p. 336) and behaviours required at various phases (Schweitzer
2016).
For educators, this integration of design thinking and entwined content learning assumes an ability to also
integrate academic and education standards, subject area curriculums, and the constraints and values of existing
classroom culture, while giving the students a voice in the content learning. Estrada and Goldman (2017)
International Journal of Technology and Design Education
18
envision a new future for design-led K-12 education as twenty-first century pedagogy for career and life
readiness in the state of Utah, USA through connecting different like-minded organisations in a learning
community dedicated to developing a praxis model. As more educators achieve generic base-level design
thinking capabilities to the “competent” (strategy-based) visionary leadership level in Horizon 3, it is hoped that
their collective actions will be amplified to create a compelling praxis model towards an evidence-based culture
of practice in design-led educational innovation.
This leads to questions such as:
• How can universities, as part of learning communities, assist and encourage educational institutions at
every level to adopt and embed design-led signature pedagogies and qualitative action research/case
study research practices towards developing an organised culture of practice in design-led education
and ultimately a design-led culture for innovation?
• What are the best practice theories, methods and evidence-based evaluation measures required to
upskill educators at all levels (including pre-service, in-service teachers and university lecturers) to
contribute to generic design education and the preparation of twenty-first century capabilities and
transformative formal and informal learning experiences?
• What is the value and impact of design-led education on life-long learning and life readiness and how
does this affect the greater community in regional economies of agglomeration?
Conclusions
This study understands that in order for design-led education to be adopted as a framework for re-
envisioning general education to develop capabilities required for twenty-first century citizens, there is an
urgent need to prioritise methodologically rigorous evidence-based research, conducted and disseminated
through the formation and collaboration of purposeful learning communities that showcase its value and
effectiveness to education policymakers. To enable this, a ‘culture of practice’ is required at every level of
design-led education. As part of the development of this ‘culture of practice’, as a starting point,
consensus of the purpose and theories of action about design as an epistemology and ethical practice for
students and educators in the twenty-first century, needs to be determined for different disciplinary areas
and curriculums. Additionally, at a systemic level, education leaders and policy makers must incorporate
design thinking to strategise future educational goals, systems and processes (Koh et al. 2015) in relation
to the larger culture.
In order to move towards this aim, this paper has explored literature regarding twenty-first century workforce
requirements, the role of design in educational innovation, and dynamic theory and a methodology borrowed
from within the field of design-led innovation in business, to propose a conceptual framework that has the
potential to broaden the horizons of design-led education innovation as an emerging research agenda. The
Design-led Education Innovation Matrix aims to provide a structure centred on personalised student acquisition
of twenety-first century capabilities in both informal and formal learning environments at every level through
design-led education.
International Journal of Technology and Design Education
19
Further development of this framework, will successively allow documentation and interpretation of the history
of design in educational literature and the development of appropriate research agendas and strategies, perhaps
incorporating a multipronged approach of contextualised evaluation in which designer perceptions, processes, as
well as design outcomes are measured with appropriate validated instruments (Koh et al. 2015). Evidence-based
outcomes will then inform a body of literature guiding future research and practice and methods of application
such as repertoires of pedagogical instruction, scaffolding, performance-based assessment and community
engagement and partnerships. This will consequentially influence future informal outreach efforts, pre-service
and in-service teacher professional development, national curriculums and tertiary offerings. While this
undertaking could be seen to be a twenty-first century ‘wicked’ problem, failure to urgently prioritise education
innovation, jeopardises the collective ability of future generations to effectively tackle even greater 21st century
problems. In the words of Albert Einstein “imagination is more important that knowledge”.
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