How Learning Works in Design Education: Educating for
Creative Awareness Through Formative Reflexivity
Kathryn Rivard
Human-Computer Interaction Institute
Carnegie Mellon University
5000 Forbes Avenue
Pittsburgh, PA 15213 USA
krivard@cs.cmu.edu
ABSTRACT
This paper reviews and extends educational principles from
recent learning sciences literature to address the nuanced
needs of creative design education. We have performed a
variety of ethnographic and qualitative research activities,
including interviews with design students and learning
experts, as well as reflecting on our experiences as design
educators and practitioners. Our findings identify
opportunities in the areas of the classroom environment,
learning objectives, formative strategies for student
achievement, iterative learning, and suggest the value of an
adaptive interface between objectives and learning
strategies. We therefore propose a new model of reflexive
learning to both improve design education and support
creativity and self-leadership in studio design practice.
Author Keywords
Design education, creativity, transfer, feedback, motivation,
practice, knowledge, fluency, integration, formative failure.
ACM Classification Keywords
K.3.2. Computer and Information Science Education:
Curriculum; Literacy; Self-assessment
General Terms
Design
INTRODUCTION
Education is challenging, and graduate education in a
creative field is even more challenging. In many ways,
students are set up to fail by the education they have been
subject to all of their lives. The American K-12 school
system has chosen to cope with such issues as not enough
good teachers and inadequate funding by leaning ever more
heavily on quantitative evaluation of students [36]. Laws
intended to increase the quality of education such as the No
Child Left Behind Act of 2001 rely exclusively on
standardized testing to measure learning, despite criticism
and resistance from education experts including the
International Reading Association (IRA) [15]1, Measures of
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1
DIS
2012,
June
2012,
Newcastle, UK.
The
IRA
is 11-15,
against
high-stakes
assessments of any kind.
Copyright 2012 ACM 978-1-4503-1210-3/12/06...$10.00.
Haakon Faste
Human-Computer Interaction Institute
Carnegie Mellon University
5000 Forbes Avenue
Pittsburgh, PA 15213 USA
hfaste@cs.cmu.edu
Effective Teachers [8]2, and the National Education
Association (NEA) [39]3. As we might expect, the students
this education system finds to be “excellent” are generally
particularly good at following instructions, at working
within the system and not making waves [43]. A creative
field, by contrast, needs people who excel at making waves:
at questioning whether instructions are worth following, and
at seeing what’s missing, and asking why [16]. These
behaviors are often disruptive in a K12 classroom, bog down
lecture-style undergraduate coursework, and are antisocial in
cultures that value group cohesion over individuality [23,
26, 28]. Nevertheless, research suggests that successful
people must be able to integrate the analytical thinking they
were taught in school with two other thinking styles:
creative thinking, which they may have left behind in
childhood, and practical thinking, which will help them
operate in an often messy and illogical world [43].
University programs seeking to graduate excellent
designers who can be successful in the world are thus
especially charged. Their student bodies are already limited
to those individuals who would have enough interest in a
certification program to apply, and who must then score
well enough on standardized measures (and the associated
dysfunctional learning that comes with them) to be selected
for admission. If these students are to succeed, universities
must cultivate an environment that gives students
unprecedented access to their creative, wave-making,
practical, street-smart, and empathetic selves.
Among the numerous issues unique to design education at the
university level are the following: (1) Many of the best
university faculty are highly creative people, since it takes
courage, conviction, and a certain directed whimsy to push the
envelope and extend human knowledge. Unfortunately, in
2
This project of the Bill and Melinda Gates Foundation
determines that multi-axial assessments are effective and
useful in evaluating teachers, but reliance solely on
standardized test scores is inappropriate and unnecessary.
3
Senior Policy Analyst Patti Ralabate argues that the
requirements for which and how many students should be
allowed to take what test is demoralizing for disabled students
and doesn’t allow students to accurately represent their abilities.
Creative Thinking
Analytical
Thinking
Despite the numerous challenges to creative education, we
believe there is a clear and insistent opportunity to examine
education in creative fields, and particularly in fields that
require the integration of both creative and technical
proficiency. Indeed, we hold that the design of interactive
systems would be greatly improved by an increased quality
and diversity of creative styles in the graduates of programs
in design education. In this paper we discuss the findings of
qualitative research we have performed to collect primary
information about what students and teachers experience
now, and leverage existing knowledge about the learning
process and goals for thinking skills in order to contextualize
these primary findings. We then draw conclusions about
what the shape of design education should grow to be for the
betterment of interactive system design.
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TEACHING CREATIVE DESIGN IN THE CLASSROOM
Creativity is generally defined any behavior that leads to
ideas or problem solutions that are original in a given
culture or cultural context [1, 33]. For our purposes we will
consider creativity to be a cognitive mechanism performed
by an individual learner, as described by Dewey [14],
although networks of collaborating individuals are also
capable of manifesting creative behavior [31]. The skills
that support creativity are broad, deep, and highly
interconnected. They vary from purely internal skills that
help people think and develop their own ideas, to external
skills that may allow ideas to be expressed, information to
come in, or both simultaneously.
Many authors have emphasized the need for teaching to
understand and address the unique creative learning styles of
every student [19, 23, 28, 34, 41]. Sternberg, for example, has
found through extensive research and live learning studies that
success in the classroom, the workplace, and in life require the
balanced integration of analytical, creative, and practical
thinking, while conventional education focuses almost
exclusively on analytical thinking alone. In Teaching for
Successful Intelligence [43], he lays out a series of component
skills for each thinking style as a guide for instructors, an
overview of which is provided in figure 1. The following
section builds on Sternberg’s theory through a reinterpretation
of some of these skills to better support the needs of creative
education as evidenced in recent literature on design.
Extending Learning Principles to Design Education
In 2010 researchers at Carnegie Mellon University
published a book combining current research on education
with practical experience and guiding principles. This
resource, titled How Learning Works [2], provides a useful
survey of contemporary learning sciences research, a
clearly defined vocabulary of educational terms, and best
practices for creating and teaching university classes
grounded in the state of the art. Given the comprehensive
nature of this work, we will briefly summarize their
framework below. However, How Learning Works was
Practical Thinking
addition to the selection biases described above, being creative
can make it very difficult to teach creativity and remember
what it was like to be a beginner, since creative styles are
diverse and learning is highly contextual. (2) Creativity is very
difficult to evaluate and measure using traditional quantitative
means [10]. (3) The creative process is open-ended and resistant to regularly scheduled class time, assignment deadlines,
midterms, finals, the whole semester system, etc. [29, 16]. (4)
In most university environments, research is emphasized (or at
least informally valued) over teaching [23, 18]. (5) Authority
struggles can lead instructors to “keep secrets” from students
(whether on purpose or not) to maintain their oracle status. (6)
Leading any creative process requires teachers to be adaptive
and resist prescriptive methods. This tactic requires facility
with a vast arsenal of techniques, many of which may appear
irrelevant to the instructor’s discipline. (7) Most universities do
not provide resources for instructors to develop their teaching
skills, and those that do often stretch these resources to
maximize their relevance to all disciplines. We have learned in
our work that instructors in any field are notorious for selfselecting against advice which has been framed in general
terms and not tailored to their discipline; this behavior is twice
as detrimental for instructors in the creative fields, where
counterintuitive techniques can be especially valuable.
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Figure 1. Thinking styles and component skills (from Sternberg [43]).
written for a broad educational audience, and we feel that
many of the assumptions that hold true for traditional calland-response or memorization-based methods are irrelevant
or even harmful in a design education context. For example,
the book places a great deal of emphasis on instructors
taking the time to dig into expert blind spots and uncover
hidden structures of knowledge organization, with the
assumption that the most valuable contribution of the
instructor is to reveal and convey these structures to
students. One of the recurring themes from our research and
recent design literature, however, is the resistance of design
to conform to such absolute organizational structures. If
structures are to be employed, they are most useful on much
smaller scales: each designer might find a unique structure
that works for them, drawing on their own pattern of
background experiences; it’s even likely that each project
will respond best to a customized hierarchy drawing on the
available information, user needs, and the particular
personality of the design team. The instructor cannot in
good conscience dictate to students which organizational
structure is best, and must instead lead and inspire students
to find these structures for themselves. We find a similar
pattern in many of the principles covered in the book: since
design by nature must build on convention, it is not only the
instructor’s job to identify and communicate conventions to
students, but also to establish the convention of breaking
with convention when appropriate.
With this somewhat more abstract outlook in mind, we can
proceed to review the structures put forth by How Learning
Works. Figure 2 serves as a brief guide to the most important
concepts and how they relate to the goal of student learning.
These concepts are: (1) transfer; (2) knowledge organization;
(3) motivation and value; (4) feedback; (5) students’ prior
knowledge; and (6) practice, fluency, and integration. Our
analysis provides a brief description of each concept as
presented by the book, and discusses how the concept
engages with creativity and design education specifically.
1. Transfer
Transfer is what allows a student to take an isolated fact
and apply it to a new context, internalizing the fact as a
general principle. It is rarely obvious to the beginner
whether a skill learned in one context can be applied to
another, and it is the role of the instructor to help students
make these connections appropriately and avoid misguided
connections. For example, the principle of the addition of
integers applies to the addition of fractions, but only to the
numerator, and only when the denominators are equal. A
lack of transfer would leave a student at a loss at how to
approach the addition of fractions, and inappropriate
transfer might lead a student to add the denominators as
well as the numerators.
When we speak of creativity, transfer takes on a whole new
meaning, and inappropriate transfer nearly ceases to exist. The
application of concepts in contexts where they don’t belong is
one of the most powerful tools in the design toolbox, because
it allows us to ask the question, “What if...?” The use of
analogy, ambiguity, conflict, and paradox have been wellstudied in creative fields (e.g. [20, 24, 25, 33]), and would
seem to contradict the book’s recommendations of how
transfer should be guided by instructors. We could consider a
decision table of the choice to apply a concept or not in
appropriate or inappropriate contexts, as in figure 3. A firstlevel understanding of transfer in conventional environments
values the application of concepts in appropriate contexts and
not in inappropriate ones. We have already seen how the
“What if...?” application of a concept in an inappropriate
context results in creativity. Contrariwise, the ability to make
observations with a fresh mind—to consciously omit
concepts in their appropriate contexts—is extremely valuable
in a creative environment, while in conventional
environments this behavior is considered to indicate
incomplete understanding. In this way, creativity and design
education is positively focused on the blocks in the decision
table which conventional education eschews.
2. Knowledge Organization
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Value
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1
Beginners form sparse relationships between facts, often
because they are not yet familiar enough with the material
to do more than rote memorization. Experts form dense
structures of their knowledge that allow them to navigate
complex relationships with ease. Experts might use
hierarchical structures or webs, depending on the situation,
and this decision is rarely conscious—most experts use
multiple structures at will.
Context
Environment
makes
explicit
Knowledge
Organization
6
Figure 2. A structural map of the learning framework
proposed by How Learning Works [2].
Apply
Appropriate
Not Appropriate
Conventional
Creative
Conventional
Creative
Correct
Boring
Incorrect
Creativity
Incomplete
Investigative
Correct
N/A
2
Don!t Apply
Figure 3. Decision table for the application of transfer in
conventional and creative environments.
In design, knowledge organization is most relevant to building
an awareness of design processes [1, 30]. How Learning
Works proposes several activities for instructors to use to
expose students’ knowledge organizational structures, highlight “correct” relationships and hierarchies, and encourage
students to use multiple structures to organize what they
know, but we feel that the creative classroom would best
employ such techniques on the fly as real-time responses to
student needs. Cross has observed that often “designers
deviate from a structured plan or methodical process into
the ‘opportunistic’ pursuit of issues or partial solutions that
catch the designer’s attention.” [11] Such deviations from
top-down approaches have been shown to be cognitively
advantageous [27], especially in the context of real-world
design problems such as creative education [4, 17].
3. Motivation and Value
To hold students’ attention, instructors must be aware of what
motivates them. How Learning Works presents motivation as a
combination of two key elements, value and expectancy. A
task could hold intrinsic value (pure enjoyment), instrumental
value (a means to an end) or attainment value (pride of
completion) [3]. By modifying the presentation of material, an
instructor can highlight its value to students to help motivate
them. If the value of a task is not evident, students may not see
any reason to do it. Expectancy is about whether or not a
student expects to succeed at the task [46, 47] Objective
expectancy is whether the student understands that by fulfilling
some set of requirements, success is physically possible. If it’s
clearly not possible for anyone to succeed, a student is likely to
not bother. Efficacy expectancy is more personal, and is
whether the student believes that he or she specifically has the
skills and resources necessary to fulfill those requirements [6].
If a student doubts his or her own abilities, they may assume
failure is unavoidable and not bother.
A common tenet in design is “form over content,” and the
design classroom tends to operate on the same principle. The
trouble with objective expectancy is that a design challenge
need not be physically possible to be a useful exercise. A
recent final project of an innovative architecture class at the
University of Innsbruck, for example, was to plan the robbery
of any nearby bank [40]. While execution of the plan was not
required, students did need to present something plausible,
motivating their engagement with research, ideation, analysis,
documentation, and developing time and cost plans. Students
were encouraged to examine and exploit the weak points of
their chosen bank, with the objective of “stealing” assets like
time, space, image, future clients, electric power, etc. One
student planned the theft of a ballpoint pen chained to the
counter in his target bank; another designed a mechanism to
waste the bank’s time, effectively thieving significant sums of
money. As this example demonstrates, the goal of the
creativity educator is not to show students that tasks are
possible, but to frame assignments so that whether the tasks are
possible no longer matters. The remaining topics in motivation
and value relate to flow [12], personal confidence, and pride of
quality, which are all directly relevant to the practice of design.
4. Feedback
Feedback gives students an opportunity to verify their
knowledge externally. Formative feedback helps students in
the present, and evaluates what a student is doing now or
plans to do next. Summative feedback helps students
retrospectively, and can only be applied by the student if
they encounter another situation they can identify as similar.
Distinguishing formative from summative feedback
experiences highlights one of the essential challenges of
creativity education. To truly encourage the necessary
design culture of forced fast failure, iteration, and broad
endeavors, instructors must be involved with students’
progress at very early stages. The epitome of summative
feedback, the final grade, does nothing to help the student
direct his or her own learning. Only formative experiences
can lead students to lead themselves. Because the intensity
of involvement required of the instructor in formative
feedback is so high, there is an opportunity to distribute
some of the load to the community. A classroom of students
can generate far more feedback than a single instructor, and
with appropriate guidance or moderation the instructor can
leverage this work to further both the learning of the student
being critiqued and the confidence and independence of the
students offering feedback.
5. Students’ Prior Knowledge
Prior knowledge can be helpful or harmful. How Learning
Works highlights that no course and no assignment is taught
in a vacuum: it is essential for educators to be aware of what
relevant knowledge students come in with, and make use of
it if possible to create better, denser knowledge structures,
facilitate student motivation by lending value to the material,
and identify and repair instances of inappropriate,
insufficient, or inaccurate prior knowledge. The book
describes several methods for revealing the prior knowledge
that students come in with, from talking to instructors of
prerequisite courses to having students brainstorm in class
before instruction is provided. It is also critical to separate
declarative knowledge from procedural knowledge:
frequently, students will be familiar with terminology but
not with the processes those terms represent or when they
are relevant [7, 44]. Finally, even if students are known to
have prior knowledge, they may not utilize their existing
knowledge in new contexts. To create transfer in this area,
instructors must activate prior knowledge by explicitly
drawing connections and reminding students of the
relevance of what they already know.
In design, prior knowledge and knowledge organization are
closely related [1]. Where knowledge organization is about
design process, prior knowledge is about building an
awareness of design content. Engaging students in an
information-purging activity early in the course can be an
excellent way to both identify students’ prior knowledge of
the topic and build students’ familiarity with exhaustive
brainstorming activities. Students are often unaware that the
experiences of their entire lives are relevant to the choices
they make as designers, and may need repeated prompting
to use this knowledge with confidence. Getting students in
the habit of being aware of what they know is also an
important component of the self-awareness necessary for
self-leadership.
6. Practice, Fluency, and Integration
Much of the proficiency we hope to give students depends
on their ability to do more than one thing at the same time.
Multitasking and integration require a certain degree of
fluency in one or more skills, that is, to be able to do them
effectively without having to concentrate. Fluency is
developed using targeted practice. Good qualities of
practice opportunities include having a specific goal,
limiting the scope of the task appropriately to allow focus
on the goal, and having sufficient time and repetitions to
build familiarity, routine, and reflex. Each of these factors
should be sensitive to the ability level of the student, with
the objective of targeting the student’s flow zone.
Many of the activities associated with creativity assume a
high degree of fluency, particularly in self-awareness and
communication. Speed practice in drawing, brainstorming,
and concept generation can help get students to a place
where greater abstractions and connections can be
manipulated. However, instructors should be careful to
target practice in the areas students will need for their
assignments: developing students’ fluency in skills they
don’t use, while leaving them adrift in skills they
desperately need, will surely devastate whatever trust has
been established in the instructor.
METHODOLOGY
A variety of quantitative and ethnographic techniques were
used to gather and synthesize data that would allow us to
define and contextualize the space of design education, and
identify recommendations for its implementation in the
classroom. These included structured brainstorms, traditional
interviews, card-sorting activities, and public brainstorms,
as described in the following sections.
Curriculum Review and Synthesis of Design Skills
Our first research activity involved a review of the design
curriculum in our university’s Human-Computer Interaction
department. Two core classes comprise this program, which
is required for all HCI Masters students and the majority of
PhD candidates. The two classes are Communication
Design Fundamentals (CDF), which covers the essentials of
visual design for both print and the screen (including
typography, color, information hierarchy, composition,
etc.), and Basic Interaction Design (BID), a studio-based
and collaborative project-oriented course in which student
teams design mobile and UbiComp systems addressing
real-world needs. One of this paper’s authors is a graduate
student in this program who had recently taken both classes,
and the other is a professor who has taught them both.
We analyzed the assignments and activities from BID and
CDF, labeling each with the set of “core skills” it was
intended to help students build. This analysis resulted in a
deck of 44 skill-related verbs, which were then grouped
based on affinity (Figure 4). To validate these groupings,
we worked with two additional students who had recently
completed both courses and allowed them to come up with
alternate possible organizations of the skill deck.
critique
question
divide
destroy
sketch
create
prototype
visualize
extract
abstract
synthesize
connect
integrate
reflect
needfind
triage
delegate
scope
frame
constrain
lead
delineate
initiate
look
explore
follow
immerse
engage
read
observe
empathize
ideate
brainstorm
combine
collaborate
permit
expand
articulate
justify
pitch
compel
realize
communicate
describe
Figure 4. Pool of skill words from the BID and CDF courses,
used in skillsort activities, in their initial affinity grouping.
While both students came from design backgrounds, their
arrangement of the skill cards varied dramatically. One
student focused on the differences between skills of
craftsmanship and skills of thinking or feeling, and the
differences between individual work versus collaboration.
The other student focused on the differences between
atomic skills (e.g. rendering, synthesis, analysis) and
integrated skills (e.g. leadership, advocacy, subversive
design that result from deep experience with combinations
of lower-level skills. We used this data to inform our
understanding of knowledge organization in the design
domain, suggesting that designers need not subscribe to a
single or fixed set of knowledge hierarchies, and likely
benefit from developing their own knowledge structures.
Interviews and Discussions with Education Experts
In-context interviews were performed with two
individuals—a former art student at our university who had
struggled in her undergraduate program, and a learning
sciences researcher and expert on teaching and classroom
education—with the aim of synthesizing areas of design
opportunity in creative education. The intent of these
interviews was not to perform a rigorous cultural study of
design education, but rather to inspire our design research
process, ground some of our hunches empirically, and
explore some of the topics in the literature we had surveyed
by examining their effect in a “real-world” qualitative
context in-depth. An open-ended interview protocol was
used, and our sessions were recorded using digital audio. We
focused our inquiry on understanding the motivations and
concerns involved with design education. Interviews were
then transcribed and then coded using an iterative, grounded
theory approach [22], and synthesized, along with the
findings of our other activities, to determine areas of
potential design opportunity.
Interview 1: Disillusioned with Art School
“Going to school for art was one of my worst ideas ever.”
The first participant we spoke to is a video artist now
struggling to feel like she has marketable skills. She
described always having had diverse interests—in addition
to art, she is passionate about math, biology, and
computing—but felt like she didn’t have much chance to
explore that diversity in the college art curriculum from
which she recently graduated. Without a network of
prerequisites to draw upon, she found herself stuck in
introductory-level non-major classes where she felt that
questions and discussion were culturally stigmatized and
“implied you were stupid.” She found her art major
community, while more empowering in its perception that
such participation indicated passion in a topic, as
nevertheless somehow more insular and elitist. She’d hoped
to go to art school to be able to explore diverse possibilities,
but most of the ideas she saw from students and faculty
were art about art: far more “meta” than she had hoped. She
was frustrated by the amount of time spent on required
courses that she didn’t feel were doing her much good, and
struggled with the learning environment.
To see if we could better articulate the conflict she felt
about her coursework, we made an affinity diagram
together during the interview that contained the elements of
her curricular experiences and life as an artist that she felt
were important, both positive and negative. After several
iterations together a model was developed in which art and
art education has three main components: Skill, including
practical experience with tools, techniques, and software;
Voice, including activities that extend a student’s artistic
horizons and develop intent; and Context, which makes a
student aware of the connections between her work and
larger communities of practice, including history, grantwriting, reputation, and collaboration. In our participant’s
view, these components all feed into one another in
different combinations to help inform, explain, and justify
successful projects.
After developing this model, we also had our participant
perform a card generation and sorting activity to catalogue
her “likes” and “wishes” about her university experience.
This “I like, I wish” exercise is a way of highlighting both
positive and negative aspects of user experience to foster
further effort and creativity, and was inspired by George
Prince’s creativity research in the 1970s [38]. An affinity
sort of the cards identified the following opportunities,
which she felt would have greatly enhanced her undergraduate education:
• Improve and focus on worldly participation and interpersonal interactions.
• Diversify feedback and evaluation.
• Help resolve or address conflicting needs hierarchies.
• Redirect negative energy into positive pursuits.
• Highlight the joy of learning and deep thinking.
These findings helped us identify how students could be
invited to cooperate in motivating their own learning to
create a positive and productive educational experience.
This information was incorporated into our evolving model
of design education.
Interview 2: Eberly Center for Teaching Excellence
One of our main resources in pursuing this work was the
Eberly Center for Teaching Excellence at Carnegie Mellon,
which aims to “distill the research on learning for faculty and
graduate students and collaborate with them to design and
implement meaningful educational experiences.” [45] The
center offers workshops, private consultations, and resources
to instructors to help improve teaching at the University.
We spoke with Dr. Marie Norman, Associate Director. She
frequently offers consultations to instructors looking to
improve their teaching skills, and as an educator of educators
we were particularly interested in speaking with her as a
primary source. In many ways we view instructors as the
primary “user group”/audience for this project, since we will
depend on them to implement our findings in practice.
Dr. Norman indicated that the workshops offered by the
Center are attended by three types of people: brand-new
teachers, teachers who are frustrated, and teachers who are
already passionate about their teaching and seek enrichment
rather than assistance. The primary challenge with
workshops is with those frustrated teachers looking for a
“quick fix” to solve a classroom problem they might wish to
see as simple. Dr. Norman stressed that poorly understood
quick fixes often only make classroom problems worse.
Dr. Norman described her Eberly Center teaching work as
much harder than her work teaching undergraduate and
graduate students. She said that most teachers are listening
only for content that seems to pertain most closely to their
problems, to the point that anything not specifically tailored
to their department or topic of instruction is largely ignored.
Teachers presented with new techniques often won’t
generate or work their own examples to try them out, and
well-executed examples must be provided if teachers are to
see their value. She said there were two ways to best reach
teachers: motivate the value of the material by linking to
teachers’ own classroom frustrations, and recognize that
many excellent researchers expect to be equally good
teachers of their topic, and are surprised and dismayed to
find that their teaching is failing.
It is convenient to highlight here the apparently pervasive
phenomenon of an instructor being a strong researcher but a
poor teacher. It is a common perception to assume that
experts can teach without additional training. Without such
training, however, we believe that universities end up with
many poor teachers, teaching standards drop, and there is
little perceived institutional need for adequate training,
especially given the research-driven financial structures of
many modern universities. Research is more lucrative to a
university than teaching, to be sure, but with better teachers
they would certainly educate better researchers with deeper
and more nuanced understandings of their fields.
Dr. Norman had many recommendations relevant for our
research, but the ones that seemed most compelling were
those that had helped her personally when teaching her
classes. Like many instructors, she recognizes the value of
group work but struggles with how to evaluate students
individually. The state-of-the-art in process evaluations for
group work is poor. Peer evaluations are commonly used,
but are risky given unknown social factors such as jealousy,
etc. More interesting, Dr. Norman felt, was the prospect of
having students do regular reflections as a sort of selfassessment. Having students list explicitly what they
learned and what they would do differently can help an
instructor place them in the best situation for personalized
learning within the class context. Leading prompts can be
used to subvert some of the personality types that are more
difficult to assess, such as the excessively shy and the
excessively bossy.
10-Minute Reflections
The reflection-based evaluations suggested by Dr. Norman
inspired us to use personal reflections as a general
mechanism for self-awareness and learning. We quickly
prototyped this idea by having two graduate students
enrolled in our HCI Masters program write, draw, or build
such “reflections” for 10 minutes a day, for one week,
based on prompts randomly drawn from a deck of 30 we
constructed from several sources of introspective activities
[13, 32, 42, 43]. Reflection prompts varied from concrete
questions like, “What kind of person is a good leader?
Describe the qualities he or she should have,” to
brainstorming warm-ups like, “Write about all the uses for
the safety pin that you can think of,” to the more whimsical,
“Imagine that you and your classmates are rabbits. Talk
about a rabbit’s typical day.” Our testers were self-selected
volunteers from our design research laboratory, and enjoyed
the activity, but wished the prompts could have been
targeted to develop a particular skill or awareness area as a
sort of preparation for the rest of their work that day. This
feedback suggests an opportunity to study the use of short
reflection activities more closely to determine their
effectiveness as a more focused learning tool.
an attempt to align well-understood models of general
classroom education with the targeted case of creativity
education in design. We learned a great deal about what
guidelines transfer directly between these domains, what
guidelines transfer with some modification, and what guidelines must be completely rewritten. Our final synthesis,
summarizing all of the data described in the studies above,
resulted in the extraction of seven key opportunities for
creativity educators. They are:
• Structure core content in clear and easily digestible ways.
• Challenge students to wrestle deeply with problems of
appropriate levels of difficulty
• Tune instructional activities in response to transparent
learning objectives.
• Help students commit to leading themselves efficiently in
a scaffolded environment.
• Structure activities that force critical reflection.
• Cultivate a passion for rigorous design excellence.
• Build a respectful and supportive (trusting) community
by celebrating differences in a reduced risk environment.
These opportunities span the entire classroom dynamic,
from curriculum development and assignment selection to
the structure of evaluations to the interactions of the people
in the classroom, students and instructors alike. Each class
of students is different, and each student in that class has
varying prior knowledge and awareness of that knowledge.
A class full of students who all have extensive backgrounds
in the visual arts may not appreciate a detailed tutorial on
basic perspective drawing. A class full of students who
have been computer-bound for years, on the other hand,
may be desperate for someone to show them how to draw a
straight line with a pen. The instructor has the advantage of
experience, and can and should leverage that experience to
look at the students and determine what is needed.
As a culminating activity we created a large deck of personal
“likes” and “wishes” about the creativity coursework
environment at our university, including our perspectives on
the CDF and BID courses described above. An initial deck of
110 likes and wishes was generated from our own reflections,
and an additional 84 were provided by a pool of graduate
students interested in the design research activities of our
laboratory (drawn from a more comprehensive set of data
described in [18]). We iteratively synthesized the deck using
affinity diagrams, and leveraged our findings from the
literature and ethnographic studies described above to inform
the resulting groupings. Identified opportunities and their
implications for creativity education are discussed below.
In all educational environments, the best instructors are able
to respond to their students and tune each classroom
experience to the needs of the particular group. In creativity
education this trait is essential. Where many disciplines can
be considered to be about correct answers, creativity is about
process and confidence exploring alternatives. Where other
disciplines can help students develop skills by having them
follow instructions, creativity instruction must find a way to
awaken students’ self-leadership and conviction early on. By
way of conclusion, we will discuss these and other learning
objectives that are particularly important for creative fields.
We will also identify how they shape the types of course
activities that are most appropriate, and the types of feedback
and attention instructors must be prepared to give.
DISCUSSION
Reflexivity in Teaching and Learning
I Like, I Wish, Brainstorming, and Community Synthesis
In this project, starting from a small body of published
knowledge and guidelines for successful education, we
synthesized our own experiences in creativity and design
education, as well as those of students in our discipline, in
Achieving a responsive teaching environment for creative
education requires the combination of two central factors:
(1) instructional reflexivity, that is, the ability of the
teacher to listen and react to the needs of the individual
aspects of learning. Students will need to learn to prepare for
critiques, forcing them to format their ideas for outside input
and encouraging deeper thinking about how concepts and
presented artifacts fit together. This requires drawing on
basic communication skills, as well as the deeper thinking
required to consider how their work fits together as part of
an integrative whole. In this regard, the development of a
compelling story can lead students toward passion for design
excellence, and requiring a variety of oral/visual
presentation formats can drive the development of basic
speaking and visual expression skills. Receiving criticism on
their designs will force students to remove ego from their
ideas, and identify holes in their process or presentation
method. Instructors may guard against defensiveness by
using an open didactic strategy of sharing ideas among an
entire class [17]. Generating criticism in real-time requires
students to rapidly identify how the specific events or facts
in the project line up with their existing understanding of
broad principles and learning objectives. This facilitates
transfer [2], helps cross-link concepts, and increases fluency
and flexibility with the presented material. Finally, studentstudent feedback interactions can also be used to draw on a
supportive community, and if done with the right sort of
sensitivity, can help create it. Because critiques involve risktaking by both authors and audience, building a supportive
environment is essential for creative learning. This is
especially true since risk-taking behavior is unconventional
in most “serious” educational environments, and most
university students—and particularly those in the most
students and class as a whole, and (2) strategies for
“forcing” critical reflection on the part of the students, or
what we refer to as learning reflexivity.
Instructional reflexivity, the first goal, requires awareness
of students’ skills and mindsets, tapping into what we
already know about diagnosing prior knowledge, formative
and summative assessments both formal and informal, and
the notion of students’ values and motivations [2]. It also
requires achieving a deep awareness of learning objectives
at several levels of detail, where “depth” of knowledge is
generally synonymous with how differing facets of
knowledge interconnect (i.e., knowledge organization) and
why they’re important. With these two fundamentals in
place, assignments and activities can be selected to support
learning objectives and function in tandem with students’
values and motivations. Expressing and clarifying assignment requirements productively is also essential, in order to
direct student focus to learning objectives which may be
significantly more abstract than completing a checklist.
Finally, teachers must be willing and able to take risks, i.e.,
slash the syllabus if it isn’t working, and drop planned
didactic activities in favor of spontaneous inspirational ones
as they strike. This in turn requires an informal awareness
of students’ mindsets, which may need to be assessed
distinctly from other aspects of student performance.
Learning reflexivity, the second goal, is not entirely in the
hands of the educator alone. Critiques are an excellent
example of how learning reflexivity can support multiple
1. LEARNING ENVIRONMENT
ctional Reflexivi
4. Instru
ty
Structure core content
in clear and easily
digestible ways.
3. FORMATIVE
STRATEGY
Challenge students
to wrestle deeply with
appropriate challenges.
Tune instructional
activities in response
to transparent
learning objectives.
Help students commit
to leading themselves
efficiently in a scaffolded
environment.
Cultivate a passion
for rigorous design
excellence.
Structure activities
that force critical
reflection.
5. Learning Reflexivity
Build a respectful and supportive (trusting) community
by celebrating differences in a reduced risk environment.
2. LEARNING
OBJECTIVES
6. ITERATIVE
LEARNING
THROUGH
FORMATIVE
FAILURE
Figure 5. The Reflexive Learning model for design education: (1) establish a community of teachers and learners who support,
respect, and trust one another, and who celebrate their differences; (2) define learning objectives; (3) develop formative
strategies that will provide foundational skills and engage the community to their end; (4) employ instructional reflexivity to
examine learning objectives and, in the context of the community and its progress and nature, tune formative strategies
transparently in real time; (5) provide opportunities for students to experience learning reflexivity and determine whether their
performance is accomplishing learning activities; (6) iterate to educate through formative failure.
.
competitive schools—are likely to have been subjected to
large doses of conventional education in the past.
Proposed Model for Design Education
Combined with the opportunity findings from our research
identified above, the notion of reflexivity in teaching and
learning forms a framework for supporting creativity and
design education that models the classroom and the people
and behaviors it contains. Figure 5 contains a visualization
of this model, which we refer to as the Reflexive Learning
model, described in greater detail below.
We first establish the learning environment (1) as a
community of teachers and learners who support, respect,
and trust one another; who celebrate their differences.
Together the community fosters a space where the
perception of risk is reduced, and all members can extend
their limits with the goal of developing self-leadership.
Given this learning environment, we place two spheres
within it: learning objectives (2), and the formative
strategies (3) that will provide foundational skills and
engage the community in the pursuit of their objectives. A
more detailed study of formative strategies that are both
suitable for students and accessible to instructors is a topic
of interest for future work.
Two different reflexive processes connect the two spheres,
modulating the diffusion of information from one to the
other. Instructional Reflexivity (4) is employed by
instructors to examine learning objectives and, in the
context of the community and its progress and nature, tune
formative strategies in real time, maintaining sufficient
transparency to invite the participation of the community
at large. Learning Reflexivity (5) is employed by the
student to determine whether his or her performance on
learning activities is still pointing them in the direction of
their learning objectives. Learning reflexivity is guided
and scaffolded by the instructor at first, but it is
understood that students will acquire self-monitoring
habits that allow them to increasingly do this for
themselves over the course of each semester.
Together these reflexive activities by the instructor and
student represent a unifying concept we call Reflexive
Learning, giving a name to the barrier between learning
objectives and formative strategies. In traditional courses,
various grade-focused assessments stand in for reflexive
learning, but are not conducive to building self-learners
because such grade-focused systems nearly always depend
on an oracle. In the presence of an oracle, students become
motivated by following instructions or otherwise guessing
what the oracle wants, rather than by reflecting on their
own learning. It is ludicrous to expect students to develop
independence, personal conviction, and ethics in an
environment where evaluation is so closely tied to criteria
that are not of the student’s making.
It is for this reason that when we speak of assessment, we
premeditate a heavy student role.
The ability to perform assessment, evaluation, and critique
are all essential skills for each student to develop both
individually and as a member of a group.
In conclusion, reflexive activities are the engine of design
learning. Building personal habits of reflection as a
sustained activity combining doing and thinking should be
the ultimate goal of educators in design [21]. These skills
require “right mode” synthetic and “left mode” analytical
deftness in equal measure: to first generate concepts that are
broad enough to encompass the boundaries of the solution
space, and then select the optimal strategy for addressing
the task and the context at hand [17]. A side effect of this
“generate-then-prune” procedure is the necessity of
producing ill-fitting ideas—failed ideas—in order to
identify the excellent ones. If students are to learn to fully
explore solution spaces, they must become comfortable
with failure as a necessary and desirable part of design
process [37]. Facilitating this comfort means placing
students in an environment that actively supports failed
ideas rather than punishing them. In this way reflexive
learning as the core of our model shapes the learning
environment in turn: the classroom must be a place in
which it is safe to be risky and risky to be safe. We find
these formative failures to be so important to design
education that we call them out specifically as a product of
our model; indeed, they are the only things that make
successful design education possible.
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