Design Thinking and Leadership

I recently had the opportunity to reconnect with old friends and colleagues at the UCLA Education Leadership Program's 20th Anniversary Symposium. A rewarding keynote about the challenges facing the nation's education system in a time of rapid demographic change (with a special focus on how California is uniquely positioned to lead the country) gave way to panels on the charter school movement and a roundtable on global citizenship.

I spoke at a panel on Trends in K-12 leadership. I took this opportunity to share some thoughts on why educational leaders might look to the tools and principles of design thinking to inform their leadership practice in schools, particularly as it speaks to leadership capacity building. Leadership capacity is a critical notion in schools. Poorly resourced schools have an acute need of faculty, parent, community and student leadership as budget cuts have deprived these schools of the deep teams that can provide forward-looking energy in this time of rapid social change. Well resourced schools with these teams nevertheless benefit, and not in a small way, by distributing leadership in as many high functioning teams as possible.

The key notion here is high functioning. Contrary to general belief, leadership isn't something that most people are born natively being able to do. It's a richly complex skill, developed and nurtured over time. A well executed plan of leadership capacity building based on the principles of design thinking, as I argued, has the potential to inculcate into the novice leader a most important leadership habit of mind - the persistence needed to continue to lead after having either made a mistake or after launching a new initiative only to learn that it was the wrong approach or that it was wrongly timed. High functioning teams are those in which the team members have experienced what I will call "successful failure" - a failure which served as a growth opportunity and which their organization allowed them to make without recrimination. Schools that do not allow their leadership teams to make mistakes have the lowest leadership capacity and the least resilience.

The design thinking principle embeds within it two notions - iteration and prototyping - that offer the novice leader the skills to engage in productive leadership, productive learning and, if it comes to that, productive failure. Once the team identifies a problem, design thinking asks them to develop a process that is both creative and empathetic to solve it. Because educational problems are uniquely complex, they almost always require complex solutions. Faculty teams engaging in design thinking learn together to ask the right questions, align solutions to the correct audience and implement these solutions quickly, so as to gather meaningful data as quickly as possible. As they discover what they need to know, they can re-iterate and re-prototype as needed, learning what works, what almost works and what doesn't work.

Our future as a society is based on the foundation of excellent education. Excellent education is itself based on the capacity of teachers and schools to lead and teach in a rapidly changing world. Embracing the design thinking process can go a long way towards helping schools solve pressing problems.

 

A Design Thinking Bibliography

Tim Brown. Change By Design.

Larry Keeley. Ten Types of Innovation: The Discipline of Building Breakthroughs.

Tom Kelley. The Ten Faces of Innovation.

Jeanne Liedka. Solving Problems With Design Thinking.

Thomas Lockwood. Design Thinking.

John Maeda. Redesigning Leadership.

Idris Mootee. Design Thinking for Strategic Innovation.

Daniel Pink. A Whole New Mind.

Websites and Blogs

Tim Brown

http://designthinking.ideo.com

Tim Parsons

http://www.designthinkingblog.com

"Leading is Learning"

http://leadingislearning.org/2012/08/14/design-thinking-as-a-leadership-toolkit/

Hasso Plattner Institute of Design at Stanford

http://dschool.stanford.ed

Designing Empathy Based Organizations

http://dschool.stanford.edu/classes/designing-empathy-based-organizations/

Emily Pilloton: Teaching Design for Change

http://www.ted.com/talks/emily_pilloton_teaching_design_for_change.html

John Maeda: How Art, Technology and Design Inform Creative Leaders

http://www.ted.com/talks/john_maeda_how_art_technology_and_design_inform_creative_leaders.html

Teaching in a Gamified Classroom Level 3: Theorycrafting Knowledge

Level 3? We got this...now wait a minute...this doesn't make sense...what are we doing here? How're we ever going to get to that boss if we can't figure out what's at the heart of this level? What is this designer trying to do anyway? 

I just finished reading Bonnie A. Nardi's My Life As a Night Elf Priest, a sophisticated piece of ethnography in the emerging literature on cultures formed and sustained primarily in digital spaces, in this case, by players and guilds within the game World of Warcraft. In this book, she has a chapter on a practice within the game that players call "theorycrafting." She defines theorycrafting in World of Warcraft as "the discovery of rules that cannot be determined by play." (175)

For the purposes of creating a gamified classroom, it is clear that what both teachers and students need to do is to think like theorycrafters. This might sound straightforward. It isn't. It does speak to the fundamental questions that confront us as educators trying to make sense of 21st century change, 21st century curricula, 21st century skills and the Dan Pink / Ken Robinson challenge. Both Pink and Robinson speak about the need to infuse creativity into learning and I don't disagree. But at the heart of my teaching practice isn't creativity the way that Pink and Robinson might define it (though maybe I'm wrong here?), but rather the creativity that lies at the heart of sophisticated thinking. 

In an earlier post, I alluded to the practice, as I understood it at the time, of constructing a system of levels which my students would use to learn in a 21st century, gamified classroom. I was teaching a course called America 3.0, which attempted to confront students with critical questions about the history of this country in the last 20-40 years. I was partially successful, though not completely so. As the creator of the system of knowledge that I wanted students to explore, I was attempting to create precisely that - a system that built layer by layer, like an onion, to expand students' capacity not to know these levels (because that was only part of the story, and not the most important part - after all, students didn't earn any points for knowing things), but to use that knowledge to answer critical questions (in game terms - to slay bosses).

I was not, am not and won't be interested in the knowledge that students acquire for its own sake. Society has moved on. This isn't something I want to measure. Rather, what can students do with knowledge that they have or that they find? This is where the theorycrafting comes in. What lies unstated in the knowledge? What does the network emphasize or obscure? What's buried in there that needs teasing out? This is the work of theorycrafters in the game, and the work of theorycrafting within a gamified classroom.

As a teacher planning a course, I committed myself in the planning stage to not give students only one approach through the knowledge of America's history since 1970. This is an example of a "rule that cannot be determined by play." I was imparting to my students an experience that reinforces my belief that knowledge is systematic, interdisciplinary and networked. Moreover, by not giving students the currency of the realm, points, for doing work in the knowledge trees, I was emphasizing this quality.

The level 100 boss in the Culture Knowledge Tree read: In the transition from America 1.0 to America 2.0, major disruptions in social relations and "social truth" led to the widespread adoption and embrace of fringe cultural practices. In many cases, these fringe practices died out (Fourierism), but in other cases, they survived into our own age (Christian Science). Trace the phenomenon of cultural resistance to the mainstream and/or the emergence of cultural anxiety in the transition from America 2.0 to America 3.0, and speculate based on reason and sound evidence about the likely survivability of at least three cultural expressions in 2100. Embedded within this question are notions of the mainstream and notions of the fringe, the Braudelian sense that history is conducted over larger temporal frameworks than students conventionally study in high school history, that social truth might be mutable and that culture has a social dimension. None of these ideas are expressed in the knowledge tree itself.

As a teacher, I tried to construct a learning experience that embedded unstated questions within the questions themselves. My students were therefore confronted with subtleties of criticality that they wouldn't have been had I centered myself at the nexus of learning. I was to the side - my students were at the center, with the KTs that formed the core of their experience. Sophisticated students seemed to get this almost at once and then it became, for them, a part of the game and part of the learning. The less sophisticated students realized that there was something more going on, and if they were partnered with their classmates effectively, they got something from that team. All students were given the opportunity to explore knowledge in different modalities, which was one of the goals of the course development process.

As a teacher thinking about gamifying curriculum, think of these things:

  • What's The Network?: What will your knowledge trees look like and what is embedded within them? What rules of your discipline will inform knowledge? How will your students make sense of what you've constructed?
  • Who's the Boss?: Central to the theorycrafter's task is trying to find the rules that are not explicitly stated. What is the knowledge that isn't explicitly stated? How can you point students to that knowledge in your boss questions?
  • Where's The Truth?:  Theorycrafters are keen to unpack assumptions and test them. Can you think of ways to structure questions to specifically validate the theorycrafting impulse and, as an added benefit, reveal the perspectives hidden within your questions?
  • Why Should I Care?: Well constructed levels should give students the ability to see connections between discrete fields of knowledge. How you encourage them to build this network of understanding speaks to the fundamental task of 21st century learning.

Teaching in a Gamified Classroom Level 2: Students and Self-Direction

Who knew getting to that final boss would be so hard? Once we got out of the start zone, there were so many different directions in which we could go. Our team got sort of lost. It really took some effort, and the realization that that final boss wasn't going to kill himself, to get us on the road!

If you're a gamer, you know what I'm referring to above. Unless the game you're playing is rigidly scripted, any degree of the open sandbox can entice you to spend time noodling in the sandbox and less time working on the objectives of the game. There's really only one way to play Frogger. There are many, many strategies to playing a great board game like Acquire, but there's only the one rule set. A game like BioShock is meant to be played in a particular way, despite a certain flexibility of approach, because there's a master narrative. A game like World of Warcraft (or indeed any MMO) has no right way to play because, essentially, there is no winning it. As it goes with these games, so it can go with the gamified classroom. What are you trying to accomplish in terms of student experience. 

I will be writing another post with my colleagues Mike Irwin (who used gamification to teach middle school students) and Nick Holton (who used the method in a tenth grade class) in which I drill much more deeply down into this notion of self-direction and show some powerful student data on this point. When considering whether and how to gamify your classroom, be advised (and I think all three of us would agree here) that student motivation and student capacity for self-direction are things that will need to be high on your list of concerns.

Why does thinking about self-direction and student motivation need to be such an important part of your planning process? Because it figured prominently in all three of our classrooms. In my classroom of twelfth graders, I experienced the following qualities related to student self-direction that needed managing:

Obsession (or, get out of the sandbox!): Students with a high ability to work in a gamified classroom (as demonstrated by the quality of their leveling, their pre-class research capacity and their pre-existing critical thinking skills) could nevertheless find themselves suffering from the "sandbox effect." Becoming overly focused on one aspect of one level and getting stuck was something I observed many times in my students. Many of my early individual interventions were of this variety - helping students make decisions about what could "count" as an example of a particular level, rather than encourage them to stay fixated on one part of one level. This was probably a function of two qualities, one under my control, the other not. First, the way the level structures were assembled made it more likely that students might obsess about details (because the levels were loaded with detail). Second, high school seniors were probably more able to drill down than lower grade students and if their critical thinking short-circuited their decision making to some degree, it would look a bit like obsession.

Low Autonomy: The second problem comes with students who, for whatever reason, have limited experience with self-direction of any kind. There were a handful of students who understood how a game-based classroom worked (they could explain it, for instance) but never really developed much capacity to make decisions within it. It might be that they had only a limited interest in the course content (which I can understand), but it seems far more likely that what I saw was the manifestation of a childhood and adolescence lived under careful observation by parents and my colleagues and where students were not expected to make many decisions. So, when they were put into a learning environment that required decision making (and indeed, success came in large measure from deciding), they had limited capacity. Interesting is the fact that seniors had the most difficulty here, then the tenth graders and then the middle school students. A take-away for me is that the best time to train students to self-direct is probably middle school and that a gamified classroom is one of the very best ways to develop self-direction.

Inconstancy: There were some students who, when asked to work under their own direction, fell victim to laziness, indolence or who took the easiest route forward. I will be considering this point later in this series when I write about competition. I gave myself very few effective tools to manage student inconstancy. And there were examples where excellent students dropped to a lower common denominator when I would have anticipated that they would cause their groups to rise.

Poor Self-Awareness: Some students came to my classroom with a very low awareness of themselves as learners. They didn't know what they found interesting in American history, couldn't make connections between disciplinary branches within history (like between cultural history and political history), couldn't make connections between history and other disciplines and had poor research habits. Be mindful that these students came to their senior year with uniformly excellent grades in history. The problem seemed to be that those great grades were a result of my colleagues measuring very different qualities than I wanted to measure.

If you are going to undertake the gamified classroom in your own practice, make sure you've given some thought to these potential challenges. You'll be the better for it.

In the next installment, "theorycrafting" knowledge and skills.