Here are some examples of how Design Thinking can be applied across various subject areas:
Science
Problem definition: Plants in the classroom are not growing well and often die.
- Who has a problem?
The class and teacher want healthy plants but don’t know why they fail.
- Pupils observe the plants and talk about what they notice.
- Discuss why plants might be important for the classroom environment.
- What exactly is the problem? (Define)
The plants may not be getting the right amount of water, light, or nutrients.
- Pupils ask questions: How often are plants watered? How much light do they get?
- Write observations on the board.
- What can we think of helping? (Coming up with ideas)
Now the pupils get to be creative! We come up with as many ideas as we can to help.
- Brainstorm ideas: reminder system, self-watering pots, moving plants closer to light.
- Pupils draw and explain their ideas
- Discuss each other’s plans, together we choose one idea from all the proposals.
- Make an example of the idea (Prototypes)
We are going to make a model or example of our idea. It doesn’t have to be perfect yet. Students will work in small groups. Crafting with paper, cardboard, LEGO, clay, valuable free material
- Build a model of a self-watering plant pot using bottles or recycled materials.
- Show it and improve it (Testing and improving)
We show our idea to the problem owner person and ask: does this help? Each group shows how it would work and presents it to the class.
- Try the solution with a real plant.
- Observe changes and improve the design if needed.
- The teacher and the class give feedback.
Adjustments to the idea if necessary are made.
Learning focus: scientific observation, experimentation, cause and effect.
Math
Problem definition: Pupils find it difficult to understand division with remainders.
- Who has a problem?
Students feel confused and frustrated during math lessons.
- Teacher discusses how pupils experience division problems.
- What exactly is the problem? (Define)
Division feels abstract and hard to visualize.
- Identify where learners get stuck.
- What can we think of helping? (Coming up with ideas)
- Brainstorm ideas: games, visual aids, real-life examples (sharing food, toys).
- Pupils suggest creative tools.
- Make an example of the idea (Prototypes)
- Create a hands-on division game using blocks, counters, or paper circles.
- Show it and improve it (Testing and improving)
- Try the game in class.
- Pupils give feedback and adjust the rules or materials.
- The teacher and the class give feedback.
- Adjustments to the idea if necessary are made.
Learning focus: problem-solving, logical thinking, hands-on math.
Environmental Studies
Problem definition: There is too much waste on the school playground.
- Who has a problem?
The school community is affected by litter.
- Pupils observe the playground and discuss how it looks and feels.
- Discuss why is it bad that the schoolyard is full of litter?
- What exactly is the problem? (Define)
Waste is not sorted properly, and bins are unclear or missing.
- Pupils ask questions and identify where and what kind of waste is found.
- Write observations on the board.
- What can we think of helping? (Coming up with ideas)
- Brainstorm: better bins, signs, campaigns, rewards.
- Pupils sketch ideas
- Make an example of the idea (Prototypes)
Students are going to make a model or example of our idea. Crafting with paper, cardboard, LEGO. clay, valuable free material
- Design a new recycling bin, posters, or a simple awareness campaign.
- Show it and improve it (Testing and improving)
Students show their idea to the problem owner person and ask: does this help? Each group shows how it would work and presents it to the class.
- Present ideas to other classes or try them on the playground.
- Gather feedback and improve.
- The teacher and the class give feedback.
Adjustments to the idea if necessary are made.
Learning focus: sustainability, responsibility, real-world problem solving.
Art
Problem definition: The classroom walls feel empty and unwelcoming.
- Who has a problem?
Students want a nicer, more inspiring classroom.
- Discuss how the classroom environment affects mood and learning.
- What exactly is the problem? (Define)
There is no visual identity or artwork representing the class.
- Decide what the classroom should express
- What can we think of helping? (Coming up with ideas)
- Brainstorm murals, exhibitions, themed artwork.
- Pupils draw ideas and explain their concepts.
- Make an example of the idea (Prototypes)
- Create small-scale versions or sketches of the artwork.
- Show it and improve it (Testing and improving)
- Class discusses designs, gives feedback, and improves before creating the final artwork.
- The teacher and the class give feedback.
Adjustments to the idea if necessary are made.
Learning focus: creativity, visual communication, collaboration.
Why This Works
- Starts from real problems
- Encourages empathy and teamwork
- Connects learning to meaningful, real-life situations
- Fits naturally into any subject
This makes learning active, engaging, and purposeful.
