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The importance of design thinking for technological literacy: a phenomenological perspective Alastair Wells Published online: 17 April 2012 © Springer Science+Business Media B.V. 2012 Abstract “We know that progress depends on discovery, inventions, creativity and design, but we have simply supposed that it happens anyway,” de Bono (1999 p. 43). Technology education is ostensibly a foundation for future designers and creative thinking. However evidence of good design or creative thinking in outcomes displayed in school technology studios is limited. Technology is inextricably linked with applied science, but I argue that scientific method couldn’t be further from creativity and designing as tech- nology education based on this premise can confine problem solving to a set of prescribed components that harness teachers to narrowly defined and deeply focused goals. This paper attempts to analyse the nature of this phenomenom, debate the place of creativity, imag- ination and personal sensitivities as part of designing and demonstrate that although there are inseperable links between design and technology the structure of a technology cur- riculum could be a barrier to opportunities for effective design thinking. Keywords Design · Creativity · Critical thinking · Consciousness · Technology Introduction This paper presents a theoretical argument that debates the need for the inclusion and rec- ognition of distinctive forms of thinking, that occur naturally in designing, as essential elements in technological literacy and discuss factors relating to phenomenology and con- sciousness that may contribute to the success of teaching creativity and design thinking in technology education. The discourse is divided into four main sections; the implications of uniformity and pragmatic structure in technology education; the relationship distinctive forms of thinking have with qualitative forms of intelligence inherent in design; the philo- sophical commonality between Merleau-Ponty’s theories of phenomenology consciousness and perception, and aptitudes associated with creativity and design thinking; and what makes A. Wells (&) University of Auckland, Auckland, New Zealand e-mail: [email protected] 123 Int J Technol Des Educ (2013) 23:623–636 DOI 10.1007/s10798-012-9207-7

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Page 1: The importance of design thinking for technological literacy: a phenomenological perspective

The importance of design thinking for technologicalliteracy: a phenomenological perspective

Alastair Wells

Published online: 17 April 2012© Springer Science+Business Media B.V. 2012

Abstract “We know that progress depends on discovery, inventions, creativity and

design, but we have simply supposed that it happens anyway,” de Bono (1999 p. 43).

Technology education is ostensibly a foundation for future designers and creative thinking.

However evidence of good design or creative thinking in outcomes displayed in school

technology studios is limited. Technology is inextricably linked with applied science, but I

argue that scientific method couldn’t be further from creativity and designing as tech-

nology education based on this premise can confine problem solving to a set of prescribed

components that harness teachers to narrowly defined and deeply focused goals. This paper

attempts to analyse the nature of this phenomenom, debate the place of creativity, imag-

ination and personal sensitivities as part of designing and demonstrate that although there

are inseperable links between design and technology the structure of a technology cur-

riculum could be a barrier to opportunities for effective design thinking.

Keywords Design · Creativity · Critical thinking · Consciousness · Technology

Introduction

This paper presents a theoretical argument that debates the need for the inclusion and rec-

ognition of distinctive forms of thinking, that occur naturally in designing, as essential

elements in technological literacy and discuss factors relating to phenomenology and con-

sciousness that may contribute to the success of teaching creativity and design thinking in

technology education. The discourse is divided into four main sections; the implications of

uniformity and pragmatic structure in technology education; the relationship distinctive

forms of thinking have with qualitative forms of intelligence inherent in design; the philo-

sophical commonality between Merleau-Ponty’s theories of phenomenology consciousness

and perception, and aptitudes associated with creativity and design thinking; and what makes

A. Wells (&)University of Auckland, Auckland, New Zealande-mail: [email protected]

123

Int J Technol Des Educ (2013) 23:623–636DOI 10.1007/s10798-012-9207-7

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the building of aptitudes associated with creativity and design thinking so important to

Technological Literacy.

The implications of uniformity and pragmatic structure in technology education

Like all countries committed to technology education, New Zealand schools must adhere

to a national curriculum, and they are endeavouring to do so. This curriculum provides the

guidelines for preparing programmes of learning. It is the benchmark by which students are

evaluated and placed at levels of attainment, and it requires teachers to be committed and

bound by its content as this formula provides the evidence for national statistics. There are

positive and negative advantages with this system that generates two factions of educators:

(1) those teachers who need the pragmatics of the curriculum to enable them to construct

their learning programme and; (2) those teachers who use the curriculum as a guide for

developing emancipatory learning experiences. Teachers who use the curriculum as a

pragmatic/formulaic structure, for developing learning programmes, curriculum content

becomes the controlling mechanism for all learning that occurs in the classroom. Pursuing

this notion, curriculum content has the potential to either commit students to restricted

process and content driven opportunities or positively enagage creative design thinking so

essential for developing new innovative ideas.

Technological literacy in The New Zealand Curriculum (NZC 2007) is centred on three

main strands that when pragmatically followed will provide success and scholarship for

students. There is of course virtue in having such intentions and the ability to realize them.

What is concerning is the push towards pre-determined uniformity, in aims, in content, in

assessment, and expectations inherent in components of process. If pre-determined uniform

components of process is to be the patterned structure leading to scholarship from tech-

nological literacy then creativity and design thinking will be severely limited and

potentially revives an age-old debate about educational philosophies following a pathway

that place fragmented microtised assessment data, (independent of context) as the

benchmark where students who just follow process (procedural regurgitation), rather than a

demonstration of inspired new thinking, achieve scholarship. Ken Robinson (2001)

believes that “one of the legacies of the Enlightenment is the division between knowing,

feeling, intellect and emotion. A good example is the long held interpretation of the

differences between the arts and sciences. The sciences are thought to be about knowledge,

facts and objectivity: the arts about emotion, self-expression, being creative,” (p. 138). An

attempt to move away from affirming the individuals capacity to develop intuitive creative

aptitudes and direct student learning to strict, narrow technological practice pathways will

have an impact on participation, enjoyment, motivation and overall creativity and ulti-

mately innovation of outcomes. Where there is a curriculum that has a dominant process

component structure, students are forced into solving the problem ‘correctly’ not ‘crea-

tively’ (Kraft 2005, p. 31). Anecdotal information demonstrates that students in technology

classrooms in New Zealand are already asking ‘what do I have to do to pass this,’ which is

a good indication of the system not engaging or working for them.

There is a reluctance to relinquish the formula, rule or uniformity that generates rigid

forms of statistics in education however, as the system is built on this premise and for

many curricula it may well be the most appropriate position. If students are to gain skills

that allow them to make confident decisions and intuitive judgments in the absence of rule,

as often recognized important for technological innovation, then experiencing learning

opportunities and being positively rewarded in activities that support the development of

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essential aptitudes (such as making value decisions, choices, and qualitative judgments)

should be a priority. Being able to rely on feel, to pay attention to nuance, to act and

appraise the consequences of one’s choices, and revise and then to make other choices,

energizes critical consciousness. Eisner (2004) believes students need to be able to inte-

grate feeling and thinking in ways that make them inseparable, act as designers (to see,

hear, communicate and construct), and use integrated thinking to prepare them for the

intellectual challenges of a changing world. Though design is perceived to be an important

aspect of technological literacy, the resolution of technological outcomes in technology

education, must begin to push ideas beyond what currently exists. If this is to happen,

students must feel comfortable knowing they can function in a more flexible, dynamic and

risk free environment.

In a rapidly changing world, where students (as designers) are actively connected and

involved in the creation of personalised on-line interactive environments (and in some

progressive educational situations their educational goals), the capacity to be a passive

consumer or tightly confined participant, is less likely to meet the intellectual needs of

students and often results in lack of engagement, enjoyment, participation and outlet for

creative thinking. In technology education any preoccupation with conformity to tightly

confined component structure in curriculum content can be challenged and in fact should

be. And, if nurturing qualitative forms of intelligence commonly inherent in design has the

potential to enhance aptitudes important for developing a consciousness more suited to

creative and critical thinking, then there is significant benefit considering its importance

within a curriculum that births future technological practioners.

The relationship distinctive forms of thinking have with qualitative formsof intelligence inherent in design

My investigation of this relationship forms a foundation for my discussion and reflects the

qualitative nature by which distinctive forms of thinking, more suited to technological

literacy, are apparent in designing. These distinctive forms of thinking are an enabler for an

individual to compose qualitative relationships that satisfy purpose. To succeed, the

designer needs to see, that is to experience the qualitative relationships that emerge in his

or her work and make intuitive judgements often matching process to phases of devel-

opment or whatever series of events plays out. de Bono (1999) argues that we can teach

judgment because we can teach comparison and identification, but making judgments

about how qualities are to be organized does not depend upon fealty to some formula as it

does in say mathematics, science and spelling where correctness can be proven (Eisner

2004). He believes that in the arts (including design) judgments are made in the absence of

rule, but what constitutes the right qualitative relationship for any particular work, is

idiosyncratic to the particular context. Design is a creative, dynamic, interactive and

reflective activity. Morrison and Twyford (1994) argue that the focus of attention for

designers is the formation of various propositions, from which a solution can be chosen;

there will be no correct solution, but only a selection of the best option, prompting enquiry

about the fluidity of the process and testing the very nature of closed and rigid forms of

curriculum structures.

With a closed perception of design thinking, there is a possibility that perpetuated

interpretations of design process as part of technology education, will result in future

technological developments that represent a continuation of consumerist determinism or

the production of inconsequential memorabilia, (Spendlove 2007a, b) and the creation of

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artifacts that ply the consumerist market place with very little consideration of human

purpose or need. They will only meet the needs of small things like aesthetic, image or

fashion. Even if, only economic condition dictates this endeavour there is no reason to

forfeit good design thinking at the scholarship level of learning. Tasker (2004) agrees with

this notion and argues, “good design improves value [and] usability, innovates techno-

logically and contributes more to human purpose/need.”

In a recent article ‘Community in, commodity out’ in the Guardian, Gaynor Aaltonen

(2010) states people are becoming far less interested in “stuff” alone—products or com-

modities—and far more interested in an all-embracing experience as they interact with

product and service. This change in consumer participation and influence in product

development signals a change in technology and design application. Developing a con-

sumer experience requires sophisticated understanding of human psychology, responses,

needs and behaviours. In my view we are not teaching to improve student self-awareness,

design thinking and creative capital, and we should be. Rather I see there is significant

emphasis on achieving scholarship through accurate process and uniformity limiting cre-

ativity and risk taking so important for innovation, purposeful progress and personal

enjoyment during technological practice. Articulating these distinctive forms of thinking is

not an easy task however, and it could be argued that it is all about design, emotion,

creativity, sensitivities, imagination or technology?Spendlove (2007a, b) argues that there are “new opportunities for considering the

location of emotion within a creative, learning and product orientated design and tech-

nology experience,” (p. 7) and Eisner (2004) believes that the Arts have a lot to offer

education in general by developing individuals who have developed the ideas, sensibilities,

the skills and the imagination to inspire new visions, values and especially new practices.

Morrison and Twyford (1994) describe ‘designing’ as “an adventure using observation and

intelligence to explore new or modified possibilities and crucial to our cultural sensitivity”

(p. 10). Something that is consistent in this literature is the focus on distinctive forms of

thinking that are the result of qualitative forms of intelligence. I argue that personal

characteristics inherent in qualitative forms of intelligence such as creativity, emotions and

good design thinking will add perception and sensibilities relevant to human need and

purpose in technological literacy.

Creativity and design are strongly linked to the arts. But because of traditional cultures,

Technology and The Arts in education have tended to maintain parochial isolation making

each the poorer by compartmentalizing those essential elements that complement each

other in technological problem solving situations. In the real world current technological

developments value knowledge, skills and practices from both. The arts have no monopoly

over the need to foster/encourage attributes inherent in creative design thinking and

technology doesn’t need to feel ashamed by allowing creative design thinking to appear in

technological practice. Technological developments are inextricably influenced by crea-

tivity and design with innovation and suitability for human purpose being the result. There

are many questions that need to be raised surrounding this relationship. What constitutes

design and designing? Is there sufficient recognition in the technological literacy for

creative design thinking? Is there an understanding of difference between design and

design thinking? What part does creativity play in the practice of design, and technology?

Is current technological literacy influenced by characteristics identified in creativity and

design? Is our current technology curriculum sustainable for educating for a changing

world where qualitative forms of intelligence will support good design thinking?

The effectiveness of design in technology education has been a topic of discussion for

some time with education researchers (Anning 1997; Barlex 1999; Mawson 2003;

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McRobbie et al. 2001) often focusing on ‘the design process’ as a means of defining

designing. The design process has been used as a fixed telos that describes a structure by

which students undertook to solve design & technology problems. A form of this still exists

for those who try to apply a formula to this highly complex and sophisticated deliberate

human act. Even though ‘the design process’ has been a useful tool for people to fall back

on when they are considered to be undertaking design, it does not accurately reflect the

nature of designing. Design process potentially arose out of a small view of design, in the

later half of the twentieth century, as it became a tool of consumerism and as Tim Brown

(2009) argues, “what passed for design in the past isn’t all that important anymore, making

things more attractive; making them a bit easier to use; making them more marketable,”

and he realized that “by focusing on a design as a single product, he was being incremental

and not having much of an impact.”

de Bono (1999,) argues that “design has two functions: to make better what is inade-

quate, and to deliver a value that has not yet been delivered. As technology advances there

is more and more need to develop value concepts. Technology will support such concepts

very well but technology alone will not develop value concepts,” (p. 46). Cross (2001)

believes that pragmatically there are fundamental elements and principles that designers

adhere to that form a foundation for ‘designerly thinking.’ If this is the case though why

can’t everyone just use these elements to create the perfect outcome? Are there other

aspects that impact good design? Perhaps an interesting analogy could be that if you just

give a person a computer, can they write a brilliant book? The production of a good book

depends on the combination of many skills that don’t merely focus on literary expertise or

typing, but also having insight (a sensitivity, perception and consciousness) into how the

reader will participate, engage, imagine, and respond to the written word.

But what forms the basis of practice associated with designing? Lawson (1980) raises

the problem of observing the designer in action and argues that ‘‘one of the difficulties is

that on the whole there is not a lot of action to be seen and what there is cannot readily be

understood,” (p. 24). I argue that design is the fusion of integrated thinking, creativity,

discipline, experience, economics, technology and an understanding of interpersonal and

intrapersonal relationships so important for critical reflection. It is the aspects of inter-

personal and intrapersonal knowledge (that forms the very essence of us as individuals)

that is important to focus on as a core element and debate the sometimes inexplicable

nature of human consciousness, perception and creativity as being the key to inspiration

and design thinking. Morrison and Twyford (1994) argue that “design represents a pow-

erful method of synthesising many forms of knowledge, understanding and experience

especially those of art and technology” (p. 10). I believe that values and aptitudes closely

linked to learning in The Arts and potentially Technology Education have something

powerful in common such as empathy, imagination, expression, narrative and creative

potential, but without the right environment, recognition within curriculum content and

understanding of human awareness, these could be severely marginalised.

As human progress depends on discovery, inventions, creativity and design, providing

opportunities for learning in and about design and creativity, and incorporating them in

technology education, will provide considerable foundation for innovative purposeful

technological development. Often the creative process of design is misrepresented in

learning in technology and this situation has prompted me to closely examine design

thinking with phenomenology as a philosophical position for attempting to explain the

potential value of teaching creativity and good design thinking. I believe that the most

effective tool we can provide for our developing technologists is the ability to ‘think

creatively like a designer.’

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For the last 30 years, theorists and practitioners have made predictions about creativity

and design thinking in the applied arts and more specifically focused on the way the brain

interprets and processes information during creative thinking. Neuroscience is providing

evidence of our abilities as humans to sense and make sense, of the world around us, and

takes advantage of complex filtering systems (Csikszentmihalyi 1990) to utilize this

information for various purposes. Though we all occupy the same physical world, the

reality we experience (the perceptions created when our brains combine the input from our

senses with past encounters) is unique and different. Our ability to manage our sensitivities

and make decisions based on these perceptions is inherently human and dependent on

context and environment. There has been considerable literature (de Bono 1999, Edwards

2001; Goleman (1999); Gazzaniga 2008) about the way the two halves of our brain

contribute to processing information and producing subsequent respondent actions, (lefthemisphere for logical, orderly, systematic, sequential, detailed processing and righthemisphere for creative, intuitive, imaginative, spontaneous inspiration) but mystery still

surrounds exactly which complex neurological conductor orchestrates the network of

events that link the two sides of the brain providing us with the ability to get order out of

chaos within these connections. Current studies (Gazzaniga 2008) however, of how uti-

lizing the two hemispheres approach the world might help provide some clues about how a

unitary sense of consciousness emerges from furious activity of billions of brain cells.

Gazzaniga’s research centred on subjects who had lost the use of one side of their brain

due to stroke or accident and analysed the participation of the sides processing capacity

under certain types of stimulus response conditions. Interestingly enough the results of the

research revealed significantly less impact through the loss of the right side of the brain

than the left side even though the two sides are equal in mass. “The left hemisphere

remains unchanged from its preoperative capacity, yet the largely disconnected, same size

right hemisphere is seriously impoverished in cognitive tasks. Although the right hemi-

sphere remains superior to the isolated left hemisphere for some perceptual and attention

skills, and perhaps emotions, it is poor at problem solving and many other mental activ-

ities,” (Gazzaniga 2008, p. 37). A plausible explanation of this discovery of the right

hemisphere’s lack of capacity to solve problems using the attributes of the right hemi-

sphere could relate directly to the way education has focused only on the development of

the left hemisphere. Gazzaniga believes part of the answer lies in the left hemisphere

interpreter and its drive to seek explanations for why events occur and that this finding is

consistent with the hypothesis that the left-hemisphere interpreter constructs theories to

assimilate perceived information into a comprehensive whole even if that information is

received in the right hemisphere from external stimulus. The different ways in which the

two hemispheres approach the world might provide some clues about the nature of human

consciousness and encourage debate about its place in the dynamic cognitive process of

technological practice.

Techniques and modes of enquiry

An existential phenomenological analysis, was used to address the research question, the

location of emotion in design thinking and analyse personal experience in designing.

Existential phenomenology is a philosophical current inspired by Martin Heidegger’s 1927

work Sein und Zeit (Being and Time) and influenced by the existential work of Søren

Kierkegaard and the phenomenological work of Edmund Husserl. In contrast with his

former mentor Husserl, Heidegger put ontology before epistemology and thought that

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phenomenology would have to be based on an observation and analysis of ‘Dasein’ (being-

there), human being, investigating the fundamental ontology of the Lebenswelt (Life-

world–Husserl’s term) underlying all so-called regional ontologies of the special sciences.

Discourse in this paper especially reflects on the work of Merleau-Ponty in his investi-

gation of phenomology of perception (1945) where he defines phenomonology as the study

of essences, including the essence of perception of consciousness, that I see are so

important to creative design thinking. He argues, and I concur, that both traditional

Empericism and Rationalism are inadequate to describe the phenomonology of perception

as perception is not purely sensation, nor is it purely interpretation, and consciousness is a

process that includes sensing as well as reasoning.

The literature review seeks to explain findings emerging from the analysis of a selection

of literature on phenomenology, my own experience of creativity and design thinking, and

it will explore reasons for the trends and patterns emerging from this analysis and sum-

marise the findings.

The philosophical commonality between Merleau-Ponty’s theories of phenomenologyconsciousness and perception, and aptitudes associated with creativity and designthinking

To examine consciousness an understanding of phenomenology as theoretical methodol-

ogy is essential. Phenomenology is a philosophical doctrine proposed by Edmund Husserl1

and is concerned with providing a direct description of human experience. Merleau-Ponty

(1962) defines phenomenology as the study of essences, including the essence of per-

ception and consciousness. His theory in comparison to Husserl describes the nature of

perceptual contact with the world arguing that perception is the background of experience

that guides every conscious action. His view is that the world is a field of perception, and

human consciousness assigns meaning to the world. It is difficult to separate us from our

perceptions of the world.

Merleau-Ponty (1962) argues that both traditional Empiricism and Rationalism are

inadequate to describe the phenomenology of perception. Traditional theories relate that

Empiricism maintains that experience is the primary source of knowledge and that

knowledge is derived from sensory perceptions, and, Rationalism maintains that reason is

the primary source of knowledge and that knowledge does not depend on sensory per-

ceptions. Merleau-Ponty (1962) believes that Empiricism does not explain how the nature

of consciousness determines our perceptions, and that Rationalism does not explain how

the nature of our perceptions determines consciousness.

Perception is not purely sensation, nor is it purely interpretation. Consciousness is a

process that includes sensing as well as reasoning. Perception may be structured by

associative forces, and may be focused by attention. Attention itself does not create per-

ception, but may be directed toward any aspect of a perceptual field. Attention can enable

conscious perceptions to be structured by reflecting on them. Merleau-Ponty (1962)

explains that a judgment may be defined as a perception of a relationship between objects

1 Edmund Gustav Albrecht Husserl (German pronunciation: [ˈhʊsɛʁl]; April 8, 1859, Prostejov, Moravia,Austrian Empire—April 26, 1938, Freiburg, Germany) was a philosopher who is deemed the founder ofphenomenology. He broke with the positivist orientation of the science and philosophy of his day, believingthat experience is the source of all knowledge, while at the same time he elaborated critiques of psychologismand historicism. Wikipedia.

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of perception. A judgment may be a logical interpretation of the signs presented by sensory

perceptions, but judgment is neither a purely logical activity, nor a purely sensory activity.

Judgments may transcend both reason and experience. de Bono (1999) believes that “we

can teach judgment because we can teach comparison and identification. Judgment is

designed to deal with the world as it is. We have always felt that creativity and design

cannot be taught. That was before we began to understand creativity as the behaviour of

information in a self-organizing system. Creativity can be taught and so can design. But

first we have to realize that these things are just as important as judgment,” (p. 46).

A connection between philosophical theories identified in Merleau-Ponty’s phenome-

nology of perception is clearly representative of how we can analyse design thinking. An

individual’s ability to perceive the world around them and make decisions based on

experiences and connect these with integrated thinking can provide some understanding of

designing. “Design and designing are important human skills, and being aware of the value

and wide-reaching effect of design is crucial to our cultural sensitivity and our built

world,” (Morrison & Twyford 1994, p. 10). Experiences may be reflective or unreflective.

Unreflective experiences may be known by subsequent reflection. Reflection may be aware

of itself as an experience. Reflection may also be a way to understand and to structure

experience. Depending on what aptitudes, values, skills and knowledge are expected to be

developed through learning in Technology Education will be the result of the way the

curriculum positions its progression indicators and I argue that unless there is more

emphasis placed on understanding and developing the individual, their perception and

understanding of the world around them and their previous experiences associated with

contextual problem solving, then design and designing will be problematic.

Designing is not the result of a set of pre-programmed events. Much depends on

conscious experience and discovery, in the moment responses, collaborative interplay,

decision-making, imagination, the “ah ha” moment, emotion, perception. These are not

things that occur because of a prescribed set of components but are clearly representative

of an individual’s capacity to think creatively. Spendlove (2007a, b) has made considerable

contribution to literature on the location of emotion and perception in the creative and

learning experience and begins the discussion on acceptance of this kind of thinking in

design and technology education. Much earlier literature has Goleman (1999) discussing

‘emotional intelligence’ and the nature of relationships and the influential nature of

Interpersonal relationships (external influences on one’s responses, Table 1) and Intra-personal relationships (internal influences on ones responses, Table 1) which I think

interrelate with interpretations of Spendlove’s triadic schema for locating emotion in

person, process and product domains.

Goleman (1999) argues that people need to learn how to motivate themselves, how to

get along with others, how to build self-control, how to negotiate, how to listen to others,

and how to work together. This is ‘emotional intelligence.’ These skills do not just develop

with age, they are learned. People need time to play and to explore. When they interact

with their peers, they are not only practicing social skills that build resolution conflict

capabilities or learn how to respect the rights of others and how to protect their own rights

in appropriate ways, but also gain sophisticated technical skills associated with problem

solving, design and outcome resolution. People become more aware of themselves in their

world, improving abilities to more likely sense and respond to human needs, build personal

aptitudes and collaborative partnerships to action design thinking more suited to pro-

gressing creative technologies.

Robinson (2001) argues that creativity is not purely an individual performance. “It

arises out of interactions with ideas and achievement of other people. It is a cultural

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process. Creativity prospers best under particular conditions, especially where there is a

flow of ideas between people who have different expertise. It requires an atmosphere where

risk-taking and experimentation are encouraged rather than stifled. Just as individual

creativity draws from many different skills and expertise in a single mind, corporate

creativity draws from many different skills and skills across organisations. Creativity

happens where there is a systemic strategy to promote it. The cultural model should be

modeled on the dynamics of intelligence” (p. 24).

Doubt about the effectiveness of design thinking in technology education is challenged

when reflecting on the quality and standard of students’ outcomes, or ‘inconsequential

memorabilia’ Spendlove (2007b), that is being produced. It may satisfy the procedural

criteria of misguided curriculum content but prompts debate about the way design and

design thinking are valued in technology education. Design appears to have been reduced

to being mechanistic for expected uniformity in assessment. With the development of new

curriculum in technology education, I argue there are opportunities to explore and

implement more accurate interpretations of design thinking and improve the value of

students design knowledge and experience.

What makes creativity and design thinking so important to technological literacy

The Technology Curriculum is the area of education where design thinking could benefit

process, outcome, and contribute to a foundation of perceptual knowledge associated with

technology practice. However, there appears to be a deficit in the way design is understood

as an activating and influential element of human activity, that forms fundamental foun-

dations associated with the development of technological outcomes.

Many international observers and researchers (Fraser 2005; Mander 2004; Tasker 2004;

Norman 2004) have reinforced the sentiment that the technological development in

industry must improve its knowledge and use of design to become more globally com-

petitive, they argue that “sometimes the value of the end product could obviously be

improved through the appropriate application of design,” Norman (2004, p. 15). The

success of many international companies proves that they do have what it takes to be

recognized world leaders but though this sentiment is shared by many professionals, the

question has to be asked, because design has such an impact on usefulness and usability,

Table 1 Adapted from Goleman

Intrapersonal Interpersonal

1. Emotional self-awareness and control 11. Communicate effectively

2. Accurate self-assessment 12. Empathy: sensing others emotions

3. Develop thinking strategies 13. Organisational awareness

4. Self-confidence 14. Teamwork and collaboration

5. Adaptability 15. Influence

6. Initiative 16. Trust

7. Transparency 17. Professional exposure to expertise/professionals/role models

8. Optimism 18. Interdependency

9. Methods of communication

10. Independence

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should there be more importance placed on design in education? Identifying these attri-

butes, however, can be difficult to articulate in quantitative research as “design is an ever-

changing and evolving process based upon human achievement,” Morrison and Twyford

(1994, pg 10), and the design thinking is a “balance of desirability (what humans need)

with technical feasibility with economic viability,” Brown (2009).

By looking at ‘traditional design’ in a local context. Many technological products are

brought to market simply because an inventor has an idea for a product, goes into their

garage and builds it, then sells it to other people like them and eventually produce it as a

marketable item. Richard Mander (2004) explains, in his article ‘User Centred Design—

What Exactly is it?’ that many products/systems/environments still get invented this way

“but the end user has moved from the guy next door type of consumer to a global

connoisseur who is certainly not always a guy, she is unlikely to live next door and she is

becoming far more interested in participating in the design process,” (p. 57). The point he

is making is that it is no longer acceptable to think that we as product developer/engineer,

are the same as the users/customers we are designing the products for, or even if the

product is something that will be useful. Instead of seeing its primary objective as con-

sumption, design thinking is beginning to explore the potential of participation.

Technological changes in the world, have encouraged the shift from a passive relationship

between consumer and producer, to the active engagement of everyone in experiences that

are meaningful productive and profitable. “The design of participatory systems, in which

many more forms of value beyond cash are both created and measured is going to be the

major theme for design in the future,” Brown (2009).

Knowledge traditionally associated with production and process is becoming less useful

and knowledge closely related to attributes of integrated design thinking using participa-

tory systems is becoming essential. Designers have shifted their emphasis back to what

people really need, and to do this, they have a better understanding of people and cultures,

needs and opportunities. Consumers are now more likely to determine the future direction

of business than ever before and if this is the potential of the virtual marketplace then a

change of emphasis is required in education. Curriculum that supports and actively values

the individual and their place in the design process will provide a foundation on which to

build essential aptitudes as creative thinking, intuition, risk taking, innovative problem

solving, visual literacy, effective communication, understanding of emotions in process,

design, design thinking and cultural anthropology.

As Tim Brown (2005) IDEO Design argues, “there’s definitely a certain sort of cultural

anthropology that we get to play with as designers. Because I think our job is to mediate

between the people that make things and the people that buy or use them and because of

that, we inevitably end up with perspectives on the future and society.” He defines design

thinking as “in short form, its the process of insight and synthesis and creation. In a longer

form its about understanding peoples needs, building points of view, having insights,understanding patterns, recognizing possibilities, prototyping those possibilities, validating

them, executing them and making them,” and not necessarily in that order.

This is evident in IDEO’s approach to design thinking, which begins with some basic

principles:

1. How they talk with people so they understand their latent needs, the needs they aren’t

always able to tell them about.

2. How they understand the relationship between them, and place and context.

3. Then they take those insights and build stories around them in terms of inspiring ideas.

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4. They work collaboratively with other people to very quickly develop lots and lots of

ideas.

5. They build prototypes.

6. Then communicate those prototypes and test them so they can learn from those and

eventually go back and make their ideas stronger.

The process, by which a designer combines all critical elements in design thinking, can be

indeterminate and varied according to the context in which design is applied and relies heavily

on the previous experience including emotional/perceptive interpretation and investment of the

individual. The designer’s ability to co-ordinate the pragmatics with personal understanding of

recognized emotional responses can arm the designer with a powerful combination of attri-

butes. Spendlove’s (2007a, b) literature on the location and emotion in the creative and learning

experience, provides insight into a triadic schema for locating emotion in person, process and

product domains and argues that “creativity offers an opportunity to evolve our capacity to

override what may be a lack autonomy in our subconscious processing and emotions,” (p. 11).

His investigation of memes as central to the concept of cultural transmission reminds us of the

powerful intrapersonal influences that can impact our capacity to think independently and

reflects on the importance of a learning environment that is an enabler rather than disabler of

risk taking, questioning, cross domain linking and more flexible and sophisticated designerly

thinking attributes that are inherent in consciousness and perception. The emotional investment

in this interaction is significant and demonstrates a finely tuned personal awareness and

understanding of the affects of domain and field.

Kubie (1958) attempted to define some distinct states of consciousness involved in

creative thinking. He emphasized the pre-conscious, which falls between conscious reality

and the unconscious, and suggested this as the true source of creativity because here

thoughts are loose and vague, but interpretable. The pre-conscious is a sort of middle

ground where some of the conditions of both the conscious and unconscious exist. Kubie

also defined a two-stage process of creativity, involving primary and secondary ideation

processes. The primary processes include unstructured, illogical, subjective thoughts. The

material generated in this phase is then worked on with secondary processes; reality based,

controlled and evaluative actions. Kubie has articulated useful vocabulary and ways of

conceiving of the micro processing involved, and has offered a way to understand how the

conscious and the unconscious may be united or utilized together, a key issue in the

psychodynamic2 approach.

The psychodynamic tradition partly underlies the humanistic approach, which has also

made a contribution to understanding creativity. Humanism emphasizes holism, rather than

reductionism as an approach to knowledge and can contribute to the idea of the individual as

the focus of the study, rather than abstract components of behaviour (Overby 1997).

Humanism attempts to integrate the physiological and psychodynamic motivations of the

person (Gross 2001), and combines these in a modernist approach, affirming the power of

humans to shape and improve themselves and their environment by asserting qualitative

forms of intelligence. It assumes that people help to determine their own behaviour and are

not slaves to biology, the environment or the past. Humanism emphasizes the principles of

intuition as a source of knowledge (Overby 1997), autonomy, democracy, self-determination

and personal and social change through self and collective awareness, important for affirming

creative potential.

2 Psychodynamics is the systematized study and theory of the psychological forces that underlie humanbehavior, emphasizing the interplay between unconscious and conscious motivation.

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Creativity isn’t necessarily something that comes naturally. In schools it is something that

may be considered to be serendipitous, but it has to be nurtured, developed, inspired, and

inherent in pedagogical approach. According to Epstein (2008), there are four ‘core com-

petencies’ of creative expression. “People need to preserve their new ideas (capturing),

surround themselves with interesting people and things (surrounding) tackle tough problems

(challenging) and expand their knowledge (broadening)”, (p. 26). Spendlove (2007a, b)

argues “creativity is informed and shaped by our emotions,” (p. 16). Csikszentmihalyi (1990)

highlights the systemic interaction of individual, domain and field and conceptualizes cre-

ativity as ‘flow’ between elements in a system. His main conclusion is that dialectic among

talented individuals, domains of expertise, and fields charged with judging the quality of

creations is dynamic characterising all creative activity. Csikszentmihalyi (1990) is therefore

one of the most prominent theorists to strongly emphasise the significance of the community

where the individual can engage in creative activity.

Design thinking and appreciation is something that should be carefully nurtured from an

early age, not dissimilar to language development and be included in all areas of education and

especially in technological literacy. This notion is exemplified by Mihaly Csikszentmihalyi

(2003) in his book ‘Good Business; Leadership, Flow & the Making of Meaning,’ when he

describes the way in which design must be nurtured from early beginnings. “Building design

capital is a visionary and long-term job” (p. 37). The ability to sense, be sensitive, carefully

study how people do things, respond appropriately, operate knowing the influences that affect

our perception of things around us, plan and create appropriate outcomes, are essential apti-

tudes of qualitative forms of intelligence.

Affirming the power for humans to shape and improve themselves and their environ-

ment is the very essence of technological progress. Building a learning community suitable

for developing this form of capital must surely begin with the curriculum content and

pedagogic practice most suitable for growing and recognizing qualitative forms of intel-

ligence evidenced in the analysis of design thinking.

Conclusion

It has been the objective of this article to analyse and debate the importance and place of

design thinking and creativity in technology education. The argument presented questions

the relevance of tightly bound procedural content and overly microtised pre-determined

structure of technology curricula to best prepare future technologists/designers. Teachers

who rely on the confined procedural, pre-determined process structure present in current

progression descriptors and higher learning assessment requirements to inform their

pedagogic and programme content, may strangle the creative potential, enjoyment,

co-constructed knowledge creation, and essential skills associated with qualitative forms of

intelligence inherent in design thinking. If the intention of technology education is to be the

breading ground for creative talented and dynamic problem solvers prepared for effectively

progressing technologies, then it must embrace intuition as a source of knowledge (Overby

1997), autonomy, democracy, self-determination and personal and social change through

self and collective awareness.

Technology Education has the perfect opportunity to explore new and innovative ways

of developing curriculum, expose students to learning situations that encourage and value

critical reflection, and support design thinking that enables them to identify and find

solutions to potential technological advancements through independent and interdependent

participatory systems. I argue that if Technology Education is to maintain it’s present pre-

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determined notion of technological practice that harnesses students to set procedure

through highly structured and constricting content, then opportunities where students can

construct their own learning pathways, extending their capabilities and exploring their own

place and impact in the world, so necessary for participating in a changing intellectual

society, will be compromised.

Unless the points raised are valued as part of technological literacy and something that

is inherent in curriculum construction and assessment practices, schools and teachers will

not engage. A challenge as an educator is to find a way of breaking down the traditional

pathways (of set, or expected process) commonly linked with technology education and be

more welcoming of ambiguity and creative potential in learning more suited to developing

aptitudes important for solving problems in the technological world. The philosophical

theories of phenomenology can be used as an inspiration to find new ways of evaluating

technological literacy to replace the traditional formulaic examples, opening possibilities

for new types of practice and thinking. I argue that we need students who can be rewarded

for solving problems creatively not only correctly and that creativity and design thinking

are human aptitudes that require more recognition in curriculum content and scholarship. I

concur with Adams and Maureen (1993), “sometimes you can alter the the programmed

response by altering the conditions,”3 (p. 23).

If I was to begin to think about a way forward for achieving a sense of this I would

explore Epstein’s ideas for building creative and critical design thinking capital within a

curriculum structure that values the four dimensions (Fig. 1):

● Capturing

● Challenging

● Broadening

● Surrounding

Fig. 1 Potential technology curriculum structure

3 Hunter Campbell "Patch" Adams, M.D. (born May 28, 1945 in Washington, D.C.) is an Americanphysician, social activist, citizen diplomat, professional clown, performer, and author. He founded theGesundheit! Institute in 1972. In medical school (1970s), fun-loving Patch tried to inject comedy andcompassion into the medical profession, believing that patients need both medicine and friendship from theirdoctors. But can he face the problems and pain that come with actually caring for needy people?

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