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What Is Design Thinking and How to Use It in Higher Education

design thinking

Reading time: 15 minutes · Key authors: Tim Brown (IDEO) · Stanford d.school · Valcke et al. · McLaughlin et al. · Liesa-Orús · Elías Villanueva · Keywords: design thinking higher education · design thinking for educators · human-centered design · user-centered methodology · educational innovation · problem solving · empathy · prototyping · 21st-century skills

Over the past fifteen years, Design Thinking has moved from being a methodology exclusive to design and innovation firms to becoming one of the most discussed pedagogical approaches in the academic world. Universities such as Stanford, MIT, Harvard, and dozens of Latin American institutions have integrated it into their curricula as a tool for developing critical thinking, creativity, and complex problem-solving skills in their students.

But what exactly is Design Thinking? How does it differ from other active learning methodologies? What does the research say about its impact in the university classroom? And how can an educator begin using it without having to redesign an entire program?

This article answers those questions with rigor and with concrete applications.


What Is Design Thinking: Definition and Origins

Design Thinking is a human-centered innovation methodology that uses tools and processes from the field of design to address complex, ill-defined, or open-ended problems. It is not exclusive to the design field: today it is applied in business, healthcare, education, public policy, and any context where novel solutions that genuinely respond to people’s real needs are required.

The most widely cited definition in the academic literature comes from Tim Brown, then CEO of IDEO, who in a landmark article published in the Harvard Business Review in 2008 described Design Thinking as “a methodology that imbues the full spectrum of innovation activities with a human-centered design ethos. Innovation is powered by a thorough understanding, through direct observation, of what people want and need in their lives” (Brown, 2008). More directly: it is a method that places real human needs — not assumptions about those needs — at the center of every innovation process.

The institutional origins of modern Design Thinking trace back to the 1990s, when David Kelley, founder of IDEO, began articulating and systematizing the design process as a methodology transferable to other fields. Kelley later co-founded the Hasso Plattner Institute of Design at Stanford (known as the d.school), which became the world’s leading center for Design Thinking education and research, and whose five-stage process model is today the most widely used in university programs around the globe.


Why Design Thinking Matters for Higher Education

Contemporary higher education faces a tension that few institutions have managed to resolve: graduates must be capable of navigating complex, ambiguous, and rapidly changing problems, yet most university programs continue training them primarily to answer questions whose answers are already known.

McLaughlin et al. (2022), in a study published in PLOS ONE involving 19 faculty members and 196 students across 23 courses at four universities in the United States, describe Design Thinking as “an iterative, human-centered approach to problem solving that synthesizes what is desirable, equitable, technologically feasible, and sustainable.” The authors note that as universities expand their efforts to train students with Design Thinking mindsets and skills, it is essential to evaluate practices and outcomes in order to better understand how DT is experienced in the classroom.

Their research identified three DT practices characteristic of university-level teaching and five consistent learning outcomes: improved problem solving, greater empathy, capacity for collaborative work, creative thinking, and a disposition toward iteration. These outcomes align directly with the competencies that employers most consistently identify as lacking in university graduates.

The systematic review by Elías Villanueva (2025), published in the Revista de Ciencias y Artes and based on the PRISMA protocol with searches in Web of Science and Scopus, confirms that Design Thinking “fosters creativity and problem solving, drives peer collaboration, innovation, and the digital competencies that are so critical today.” The study is especially relevant for the Latin American context because it reviews literature published in both Spanish and English, with inclusion criteria that explicitly address the university educational context of the region.


The Process: The Five Stages of Design Thinking

The most widely used model for teaching and applying Design Thinking is the one developed by Stanford’s d.school, which organizes the process into five non-linear, iterative stages. It is essential to understand that these are not mandatory sequential steps but modes of thinking that a team can move through, repeat, and combine according to the needs of the problem.

Stage 1 — Empathize

The first stage involves gaining a deep understanding of the people for whom the solution is being designed. This means direct observation, interviews, immersion in the user’s context, and the active suspension of one’s own assumptions and biases.

In the university classroom, this stage is typically the most transformative for students. Most academic programs train students to analyze problems from the outside. The empathy stage of Design Thinking asks something different: to go out and observe and listen to the people affected by the problem before proposing any solution. This shift in stance — from the expert who knows to the observer who learns — is, in itself, a competency worth developing.

Stage 2 — Define

The second stage involves synthesizing the findings from the empathy phase to formulate a point of view: a clear, user-centered statement that captures the essence of the real problem to be solved.

This stage introduces one of Design Thinking’s most valuable contributions to education: the distinction between the stated problem and the real problem. When teams skip empathy and jump straight to defining the problem from their desks, they are almost always solving the wrong problem. The define stage requires that the problem formulation be grounded in empirical evidence gathered directly from the people involved.

Stage 3 — Ideate

The third stage is idea generation. Here the team uses divergent thinking tools — brainstorming, SCAMPER, the Six Thinking Hats, among others — to produce the greatest possible number of potential solutions without judgment or prior filtering. The fundamental rule is to defer evaluation: quantity first, quality later.

In the university context, this stage requires the instructor to actively manage the tension between creative freedom and methodological discipline. Students trained in systems that penalize error tend to self-censor at this point, proposing only “safe” ideas. Ideation in Design Thinking requires a psychologically safe environment where error is treated as information, not as failure.

Stage 4 — Prototype

The fourth stage involves building rapid, inexpensive, and tangible representations of the most promising ideas generated in the previous phase. A prototype is not the final product: it is a thinking tool, an artifact that makes an idea visible so that it can be discussed, evaluated, and improved.

This principle — thinking with your hands, not just with your head — is one of the most countercultural for traditional university education, where thinking takes place almost exclusively through text and argumentation. A prototype in Design Thinking can be a sketch, a paper model, a mock-up, a storyboard, or even a role-play scenario. What matters is not its aesthetic quality but its capacity to generate learning through interaction.

Stage 5 — Test

The fifth stage involves putting the prototype in front of real users to gather feedback and learn. The goal is not to validate the idea but to question the assumptions underlying it. Each testing cycle produces information that feeds back into all previous stages: it may reveal that the prototype needs modification, that the problem was poorly defined, or that more empirical information needs to be gathered during the empathy phase.

This iterative logic — design, test, learn, iterate — is radically different from the traditional academic logic of a single submission and terminal evaluation. Its incorporation into the university classroom introduces, in a practical way, the idea that knowledge is provisional, that solutions improve through cycles of feedback, and that early failure is preferable to late failure.


The Evidence: What Research Says About Its Impact

The most relevant question for a university educator is not whether Design Thinking is interesting, but whether it produces measurable, replicable learning outcomes. The available evidence is encouraging.

The study by Valcke et al. (2023), published in the International Journal of Technology and Design Education (Springer), is one of the most robust in the literature on Design Thinking in higher education. It involved 910 university students from different disciplines, working in teams throughout a semester in a course where they analyzed real problems and proposed solutions using Design Thinking. Data were collected at three points during the semester and evaluated from three simultaneous perspectives: student self-evaluation, peer evaluation, and evaluation by the facilitating instructor.

The study’s abstract reports:

“Results show a significant improvement on students’ problem solving and creativity skills, according to the three raters. Effect sizes were also calculated; in all cases the effect sizes from t0 to t1 were larger than t1 to t2. The multi-actor perspective of this study, the adoption of reliable and valid measures and the large sample size provide robust evidence that supports the implementation of design thinking in higher education curriculum for promoting key skills such as problem solving and creativity, demanded by labor markets.”

The triple evaluator perspective — student, peer, and instructor — and the sample size (910 students) make this study a particularly solid reference. All three types of evaluators consistently recorded significant improvements, substantially reducing the risk of bias.

Liesa-Orús (2020), in an article published in the Revista Electrónica de Investigación Educativa (REDIE) at the Universidad Autónoma de Baja California, analyzed the perceptions of 107 university students who participated in a Design Thinking experience aimed at designing educational innovation projects. The study’s abstract states:

“Los resultados indican que los equipos de trabajo lograron diseñar planteamientos innovadores a problemáticas reales de su entorno comprometiéndose activamente en el proceso compartido de búsqueda de soluciones. Esta metodología activa supone un impulso a la confianza de los estudiantes en sus capacidades creativas y desarrollo de las habilidades empáticas.”

[The results indicate that the work teams managed to design innovative approaches to real problems in their environment, actively engaging in the shared process of finding solutions. This active methodology represents a boost to students’ confidence in their creative capacities and development of empathic skills.]

This finding about creative confidence is especially significant: it is not merely that students learn to use a tool, but that they develop a belief in their own capacity to generate novel solutions. That confidence — which David Kelley and Tom Kelley call creative confidence in their book of the same name — is one of the most durable and transferable learning outcomes of Design Thinking.


Design Thinking in the Latin American Context: Barriers and Opportunities

Research on Design Thinking in Latin American higher education is more recent than its English-language counterpart, but it is growing significantly. Solis Chuquiyauri et al. (2025), in an article published in the journal Universidad y Sociedad, analyzed the implementation of Design Thinking in universities in Ecuador, Peru, and Mexico, identifying both its potential and its main obstacles.

The study notes that in Latin America, Design Thinking faces specific challenges: institutional resistance to change, a lack of teacher training in active methodologies, and the structural barriers of rigid curricula designed for content transmission rather than competency development. However, it also documents that where it has been implemented with adequate institutional support and teacher training, the results in terms of problem solving and strengthening of key skills are comparable to those reported in English-speaking contexts.

The Valcke et al. (2023) study was notably conducted from Ghent University (Belgium) in collaboration with ESPOL (Ecuador), making it one of the few high-rigor studies with direct Latin American institutional participation. Its results are, in that sense, particularly relevant for regional contexts.


How to Implement Design Thinking in the University Classroom: A Practical Model

The most practical question is how to begin. Implementing Design Thinking does not require a complete program redesign: it can be introduced progressively through bounded projects.

Level 1 — Focused introduction (2 to 4 weeks)

The instructor selects a real problem from the subject’s knowledge area and asks students to work through the five stages of the process in small teams. The problem can be as concrete as “How might we improve the first-year student experience in our department?” or as broad as “How might we design a more accessible healthcare service for elderly people in rural areas?” What matters is that it involves real users whom the teams can observe and interview.

At this level, the instructor acts as a process facilitator, not as an expert on the solution. Their role is to guide teams through the stages, ensure they do not skip the empathy phase, and prevent them from evaluating ideas during ideation.

Level 2 — Semester-long project

Design Thinking becomes the methodological backbone of a project spanning the entire semester. Teams tackle more complex problems, with multiple cycles of prototyping and testing. At this level it is possible to integrate formative assessment at each stage, cross-team feedback, and a final presentation to external audiences (community partners, companies, or institutions).

Level 3 — Course fully designed around DT

The entire course syllabus follows the logic of Design Thinking: theoretical content is introduced based on the needs that emerge from the design process, not as abstract prerequisites. This level requires greater facilitator experience from the instructor and stronger institutional support in terms of space, time, and assessment structures.


What Design Thinking Is Not: Three Common Misconceptions

The growing popularity of Design Thinking has also generated misconceptions worth addressing.

It is not just a brainstorming session. Brainstorming is a tool within the ideation phase, but Design Thinking is a complete process that begins with deep empathy and ends with rigorous testing. Using sticky notes and generating ideas without having gone through the empathy phase is not Design Thinking — it is design without empirical grounding.

It is not only for designers. This is perhaps the most widespread misconception in Latin American university contexts, where the methodology tends to be associated exclusively with graphic design, industrial design, or communications programs. Design Thinking is a problem-solving framework applicable to any discipline: medicine, law, engineering, education, social work, environmental sciences. Empathy, problem definition, and prototyping are transversal competencies.

It does not guarantee innovation. Design Thinking is a process that favors innovation by placing real human needs at the center of the design process and by creating conditions for experimentation. But it does not guarantee innovative outcomes: the quality of the process depends on the depth of the empathy, the diversity of the team, and the genuine willingness to iterate based on feedback. A poorly facilitated Design Thinking process can produce solutions just as conventional as any traditional method.


Design Thinking as a Gateway to the Specialization in Creativity

One of the most valuable characteristics of Design Thinking as a starting point for creativity training is that it combines, in a single process, several of the central theoretical elements of creativity studies: divergent thinking (ideation stage), convergent thinking (definition and selection stage), empathy as a condition for contextualized creativity (empathy stage), and prototyping as the materialization of creative thought.

For this reason, Design Thinking is the first topic of the Specialization in Creativity at the Master in Creativity — not because it is the simplest, but because it is the one that best integrates the conceptual frameworks developed throughout the entire program.

Understanding Design Thinking well — not as a five-step recipe, but as a philosophy of human-centered innovation grounded in empirical research — is the foundation on which the more advanced competencies of the specialization are built.


Conclusion: From Method to Mindset

Design Thinking is not, ultimately, a five-step process. It is a mindset: the disposition to prioritize a deep understanding of human beings over any assumption about their needs, to generate multiple possibilities before committing to a solution, and to learn through action and feedback.

The available research — from the 910-student study by Valcke et al. (2023) to the systematic review by Elías Villanueva (2025) and the multi-university faculty study by McLaughlin et al. (2022) — converges on the same finding: when Design Thinking is implemented with methodological rigor and adequate pedagogical support in the university context, it produces significant improvements in problem solving, creative thinking, empathy, and collaborative work.

Those are exactly the competencies that higher education claims to want to develop in its graduates. Design Thinking offers a concrete, evidence-based, and proven path for doing so.


References

Brown, T. (2008). Design thinking. Harvard Business Review, 86(6), 84–92. https://pubmed.ncbi.nlm.nih.gov/18605031/

Elías Villanueva, L. E. (2025). Design thinking como herramienta pedagógica en educación superior: una revisión sistemática de literatura. Revista de Ciencias y Artes. https://revistasucal.com/index.php/rca/article/view/159

Liesa-Orús, M. (2020). Design thinking: creatividad y pensamiento crítico en la universidad. Revista Electrónica de Investigación Educativa, 22, e28. https://doi.org/10.24320/redie.2020.22.e28.2917

McLaughlin, J. E., Chen, E., Lake, D., et al. (2022). Design thinking teaching and learning in higher education: Experiences across four universities. PLOS ONE, 17(3), e0265902. https://doi.org/10.1371/journal.pone.0265902

Solis Chuquiyauri, Z., Rivera Castañeda, P. M., García Palacios, C. A., & Tejada Arana, A. A. (2025). Innovación en la enseñanza universitaria: Design Thinking para fomentar creatividad y pensamiento crítico en educación superior. Universidad y Sociedad, 17(2). https://rus.ucf.edu.cu/index.php/rus/article/view/5033

Valcke, M., Segura-Robles, A., & Parra-González, M. E. (2023). Impact of design thinking in higher education: a multi-actor perspective on problem solving and creativity. International Journal of Technology and Design Education, 33(1), 217–240. https://doi.org/10.1007/s10798-021-09724-z