Fostering Teamwork through Design Thinking: Evidence from a Multi-Actor Perspective
Abstract
:1. Introduction
2. Conceptual and Theoretical Framework
2.1. Design Thinking and Teamwork
2.2. Teamwork and Its Challenges
2.3. Theoretical Connections between Design Thinking and Teamwork
2.4. Sex Variable and Teamwork
3. Materials and Methods
3.1. Background
3.2. Field Experiment with Quasi-Experimental Design
3.3. Procedure
3.4. DT Intervention
3.5. Participants
3.6. Measuring Teamwork
3.7. Data Analysis
4. Results
4.1. Descriptive Results
4.2. Hypothesis Testing: Impact of DT on Students’ Teamwork Skills over Time
4.3. Sex Variable: Difference between Female and Male Students at t1 and t2
4.4. Sex Variable: Difference in Evolution between Female and Male Students over Time
5. Discussion
5.1. First Research Question
5.2. Second Research Question
5.3. Limitations and Future Research
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A
DT Stages | Techniques and Tools [28,30,81] | Description | Conditions That Make Cooperative Learning Work in the Classroom [18] | Examples about How the Techniques/Tools Promote at Least One of the Elements for Cooperative Learning | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
Research | Secondary research | Students start looking for existing information about the problem regarding context, benchmark cases, and trends. | ✔ | |||||
Stakeholder Map | Teams use this visual tool to obtain a broader picture, identifying internal and external stakeholders or organizations and individuals (aka, actors) with a stake in the problem. | ✔ | ||||||
Interview for empathy | An interview for empathy aims to see the world through one user’s eyes (person’s thoughts, emotions, and motivations), overcoming existing thinking patterns. Students prepare and conduct interviews with different stakeholders to understand a person’s thoughts, emotions, and motivations. By understanding the choices that the person makes and the behaviors the person engages in, students become more capable of identifying and designing for their needs. | ✔ | ✔ | ✔ | ✔ | ✔ | First, students must prepare and interview the main stakeholders in the problem (distributed task). Then, they bring the results of those interviews to the team to discuss and analyze the collected information, and make decisions. Moreover, since all teams must have interviews with their sponsors throughout the semester, and sponsors are invited to the final presentations, each team has a potent incentive to perform well and present a good project. | |
Observation | Facilitators guide students in preparing to observe users in the context of the problem. Students are encouraged to move from concrete observations of the happenings in a particular situation to the more abstract potential emotions and motives that are at play in the situation they observe. | ✔ | ✔ | ✔ | ||||
Empathy | Forced Ranking | Based on the information collected in the previous stage, teams need to agree on a single, ranked list of items about a relevant question or topic, where a clear, prioritized list is required. Then, they ask pertinent stakeholders (e.g., users) to rank those elements. Forced ranking obligates the person to rate each item relative to the others. | ✔ | ✔ | ✔ | |||
Customer’s Journey Map | This tool helps students develop empathy with users by visualizing their behaviors, ideas, emotions, and sentiments before, during, and after an experience using a customer journey map. Creating a journey map is a way to think systematically about the steps or milestones of a process. | ✔ | ✔ | |||||
Customer’s Empathy Map | An empathy map is a tool for empathetic target group analysis. It is used to synthesize the collected information and understand the demands of present or potential users and customers by identifying their feelings, thoughts, and attitudes. | ✔ | ✔ | |||||
Define | Saturate and Group for insights generation | Students cover a whiteboard with post-its highlighting interesting information of users they encountered in the field and related scenarios. The purpose is to assist teams in translating their thoughts and experiences into tangible and visual data. Then, each team groups these findings to explore which themes and patterns emerge and to determine people’s important needs and insights. | ✔ | ✔ | ✔ | ✔ | ✔ | |
Persona/User profile | A persona is a fictional figure, designed to represent a user or other relevant stakeholder. It can be used to infer goals, needs, and concerns. This fictional figure should be described to the best of the team’s ability. It has a name, gender, and basic demographic information. Information on the persona’s personality and attributes is also included. | ✔ | ||||||
Point of View (POV) | POV is an actionable problem statement based on the understanding and discoveries of the problem context and its main stakeholders using a human-centered approach. A POV is a unique design vision that teams should define based on what they learned during their empathy work. It is structured as follows: [USER] needs to [USER’S NEED] because [SURPRISING INSIGHT]. | ✔ | ✔ | ✔ | ||||
Design Principles | Teams generate a collection of principles that describe the key rules for developing successful design solutions. Those principles should capture students’ understanding of the context and user and provide a framework for reporting actionable solution criteria and communicating their design intentions to others. | ✔ | ||||||
Ideation | Brainstorming | Brainstorming is a strategy for generating ideas in which all participants can share their knowledge (quantity is more important than quality). Good brainstorming sessions encourage innovation and allow all participants to offer their ideas, regardless of their position in the team. There are no restrictions when it comes to brainstorming. All ideas are accepted. | ✔ | ✔ | ✔ | Before this activity, students are explicitly instructed to be respectful of each other’s ideas, not interrupt, and to judge and contribute their ideas based on others’ input. This is one of those sessions where teams are encouraged to use plenty of sticky notes to share their ideas, and all team members can easily see these notes and establish agreements based on the generated insights. This promotes everybody to stand up, see each other, discuss and work collaboratively around their whiteboards or tables. | ||
Analogies as inspiration sources for ideas | Analogies (or benchmarks) are used to generate ideas and approaches by looking at the ‘worlds’ that appear to exist separately in the context of the problem statement. Analogies aid in the development of new ideas and stimulate creativity by shifting the approach to the problem. Analogies might be derived from another industry, animals, people, or organizations. | ✔ | ✔ | |||||
Upside Down | Students are asked to list all the common assumptions (or elements) associated with the problem they are working on. Then, students are asked to turn those elements upside down, i.e., to imagine the exact opposite. They then choose the things they want to keep from the traditional context and what they want to change. The result is a brand new type of product/service/process. | ✔ | ✔ | |||||
Systematic Inventive Thinking (SIT) | The SIT consists of a toolkit of five thinking tools for creative ideation: Task Unification, Subtraction, Attribute Dependency, Qualitative Change, Attribute Value Mapping. Students applied the first three to rethink existing solutions or improve their own generated ideas. (For further information about these thinking tools visit https://www.sitsite.com/method/ accessed on 3 January 2022) | ✔ | ||||||
Importance—Difficulty matrix | This is a 2 × 2 matrix for visually categorizing ideas where the ‘X’ axis is for Importance (impact) level, and the ‘Y’ axis is for Difficulty (complexity) level. First, each idea is written on a post-it; then, one team member starts by reading each idea aloud to the team and asking in which quadrant the idea should be placed. In the end, all ideas are placed in the matrix according to both criteria (importance and difficulty) and considering the other ideas. This matrix helps to quickly determine which ideas should be pursued and which should be rejected. | ✔ | ||||||
Insight, Principles, Opportunities, Solution (IPOS) table | This tool consists of a 4-column table for filtering and checking the applicability of ideas in terms of the key findings of the problem context. First, each of the selected solution ideas from the Importance-Difficulty matrix are placed in a row. Then, students should evaluate the extent to which insight(s) and design principles (previously determined) are aligned with that solution idea; additionally, they have to identify at least one opportunity that may represent an advantage for that idea. Finally, teams adjust/improve their ideas or discard them by using this tool. | ✔ | ✔ | |||||
Prototype | Low-fidelity prototypes: Sketching, Mock-Ups, Storyboards, RolePlay, Turkish automaton, Smokescreen, One-night performance, false interface | By building prototypes, teams make the selected ideas tangible and perceptible. From a modest critical function prototype to the final prototype, prototypes come in many shapes and sizes. Students learn these low-fidelity prototyping techniques employing inexpensive materials to make prototypes that are good enough to test a function or an experience. The results of the tests are utilized to obtain a better understanding of the user and to enhance (mid-fidelity prototypes) or discard the present prototype. The “Prototype” phase is intertwined with the “Validation” phase that follows. Facilitators guide students to see early failure as an excellent opportunity to learn from mistakes and improve their prototype in the next iteration. | ✔ | ✔ | ✔ | ✔ | Facilitators promote complementary roles through specific activities, such as prototyping and validation using role-play, where students are encouraged to assign roles among team members. Moreover, the radical collaboration nature of DT, and specifically the DT course, where each group has members from different field programs (engineering, business, tourism, graphic design, etc.), are some examples of shared resources, as well as the use of each member’s best abilities for building outcomes such as prototype. Teams generate outputs such as storyboards and mock-ups that provide a common ground, a shared reference, for better alignment among team members, while discussing ideas, clarifying ambiguities, and constructive decision-making. | |
Mid-fidelity prototypes: 3D printing, mock-ups app or website, a recreation of environments, Oz Wizard. | ✔ | ✔ | ✔ | ✔ | ||||
Validation | Testing with users | Students use their prototypes with real potential users and other relevant stakeholders, from lo-fi to mid-fi, to assess whether the user’s needs were met by the implemented ideas. Students are advised to let the user experience the idea and observe how they interact with the prototype, acquiring feedback on the various dimensions of desirability, feasibility, and practicability. | ✔ | ✔ | ✔ | ✔ | ✔ | |
Feedback capture grid | This tool supports the testing by helping students to straighforwardly document their test results. First, students ask the tester (user/customer) to think aloud while using the prototype. Then, students fill in the fields of the grid with these thoughts. Next, in the upper left field, students note what the user liked; on the right, they note what he might not like so much. In the lower left field, students include the questions that were asked by the tester, and in the lower right field, they document the new ideas that they or the user observed during the testing. | ✔ | ✔ |
Appendix B
Item | A | B | C | D | E |
---|---|---|---|---|---|
Contributes to Team Meetings | Helps the team move forward by articulating the merits of alternative ideas or proposals. | Offers alternative solutions or ideas that build on the ideas of others. | Offers new suggestions to advance the work of the group. | Shares ideas but does not advance the work of the group. | None of the alternatives because you consider that your performance does not reach what is described in any column. |
Role as the facilitator of the contributions of team members | Engages team members in ways that facilitate their contributions to meetings by both constructively building upon or synthesizing the contributions of others as well as noticing when someone is not participating and inviting them to engage. | Engages team members in ways that facilitate their contributions to meetings by constructively building upon or synthesizing the contributions of others. | Engages team members in ways that facilitate their contributions to meetings by restating other team members’ views and asking questions for clarification. | Listens to others without interrupting. | None of the alternatives because you consider that your performance does not reach what is described in any column. |
Individual Contributions Outside of Team Meetings | Completes all assigned tasks by the deadline; work accomplished is thorough, comprehensive, and advances the project. Besides, proactively helps other team members achieve their assigned tasks to a similar level of excellence. | Completes all assigned tasks by the deadline; work accomplished is thorough, comprehensive, and advances the project. | Completes all assigned tasks by the deadline; work accomplished advances the project partially. | Completes all assigned tasks by deadline. | None of the alternatives because you consider that your performance does not reach what is described in any column. |
Fosters Constructive Team Climate | Supports a constructive team climate by doing all of the following: -Treats team members respectfully by being polite and constructive in communication. -Uses positive vocal or written tone, facial expressions, and/or body language to convey a positive attitude about the team and its work. -Motivates teammates by expressing confidence about the importance of the task and the team’s ability to accomplish it. -Provides assistance and encouragement to team members. | Supports a constructive team climate by doing any three of the following: -Treats team members respectfully by being polite and constructive in communication. -Uses positive vocal or written tone, facial expressions, and/or body language to convey a positive attitude about the team and its work. -Motivates teammates by expressing confidence about the importance of the task and the team’s ability to accomplish it. -Provides assistance and/or encouragement to team members. | Supports a constructive team climate by doing any two of the following: -Treats team members respectfully by being polite and constructive in communication. -Uses positive vocal or written tone, facial expressions, and/or body language to convey a positive attitude about the team and its work. -Motivates teammates by expressing confidence about the importance of the task and the team’s ability to accomplish it. -Provides assistance and/or encouragement to team members. | Supports a constructive team climate by doing only one of the following: -Treats team members respectfully by being polite and constructive in communication. -Uses positive vocal or written tone, facial expressions, and/or body language to convey a positive attitude about the team and its work. -Motivates teammates by expressing confidence about the importance of the task and the team’s ability to accomplish it. -Provides assistance and/or encouragement to team members. | None of the alternatives because you consider that your performance does not reach what is described in any column. |
Responds to Conflict | Addresses destructive conflict directly and constructively, helping to manage/resolve it in a way that strengthens overall team cohesiveness and future effectiveness. | Identifies and acknowledges conflict and stays engaged with it without necessarily solving it. | Redirects the focus toward conflict to another common theme related to the task in question (away from conflict). | Simply accepts alternate viewpoints/ideas/opinions. | None of the alternatives because you consider that your performance does not reach what is described in any column. |
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Outcome | Rater | t1 | t2 |
---|---|---|---|
α | α | ||
Teamwork | Student | 0.76 | 0.79 |
Peer | 0.87 | 0.92 | |
Facilitator | 0.82 | 0.87 |
Teamwork Scores by Rater at t1, t2; and Delta | Mean | SD | Min | Max | |
---|---|---|---|---|---|
Self-assessment | t1 | 3.21 | 0.55 | 0.80 | 4.00 |
t2 | 3.33 | 0.53 | 1.40 | 4.00 | |
Δ (t2 − t1) | 0.13 | 0.51 | −1.60 | 2.60 | |
Peers | t1 | 3.35 | 0.45 | 1.08 | 4.00 |
t2 | 3.51 | 0.43 | 1.10 | 4.00 | |
Δ (t2 − t1) | 0.16 | 0.47 | −1.62 | 1.57 | |
Facilitators | t1 | 2.97 | 0.76 | 0.00 | 4.00 |
t2 | 3.17 | 0.73 | 0.00 | 4.00 | |
Δ (t2 − t1) | 0.20 | 0.77 | −2.20 | 3.00 | |
Combined scores | t1 | 3.04 | 0.83 | 0.02 | 4.90 |
t2 | 3.26 | 0.79 | 0.05 | 4.90 | |
Δ (t2 − t1) | 0.22 | 0.87 | −2.52 | 2.98 |
Teamwork Scores by Rater at t1, t2 | Self-Assessment | Peers | Facilitators | Combined Score | ||||
---|---|---|---|---|---|---|---|---|
t1 | t2 | t1 | t2 | t1 | t2 | t1 | t2 | |
t1 Self-assessment | 1.00 | |||||||
t2 Self-assessment | 0.55 * | 1.00 | ||||||
t1 Peers | 0.43 * | 0.39 * | 1.00 | |||||
t2 Peers | 0.29 * | 0.39 * | 0.43 * | 1.00 | ||||
t1 Facilitators | 0.24 * | 0.23 * | 0.40 * | 0.24 * | 1.00 | |||
t2 Facilitators | 0.20 * | 0.20 * | 0.26 * | 0.30 * | 0.46 * | 1.00 | ||
t1 Combined score | 0.01 | 0.13 * | 0.50 * | 0.24 * | 0.95 * | 0.43 * | 1.00 | |
t2 Combined score | 0.08 * | −0.05 | 0.23 * | 0.42 * | 0.42 * | 0.94 * | 0.42 * | 1.00 |
Dependent Variables | Mean t1 | Mean t2 | Difference | t | p-Value | Cohen’s d | Hedges’ Correction |
---|---|---|---|---|---|---|---|
Teamwork, measured by student | 3.21 | 3.33 | 0.13 | 6.18 | 0.00 | 0.24 | 0.24 |
Teamwork, measured by peers | 3.35 | 3.51 | 0.16 | 8.74 | 0.00 | 0.35 | 0.35 |
Teamwork, measured by facilitators | 2.97 | 3.17 | 0.20 | 6.69 | 0.00 | 0.27 | 0.26 |
Teamwork, as a combined score | 3.04 | 3.26 | 0.22 | 6.46 | 0.00 | 0.26 | 0.26 |
Rater | Time Point | Total N | Male | Female | Anova F Test | p-Value | ||
---|---|---|---|---|---|---|---|---|
N | Mean | N | Mean | |||||
Self-assessment | t1 | 640 | 399 | 3.13 | 241 | 3.34 | 24.67 | 0.00 |
t2 | 640 | 399 | 3.23 | 241 | 3.50 | 39.71 | 0.00 | |
Peers | t1 | 640 | 399 | 3.26 | 241 | 3.48 | 37.43 | 0.00 |
t2 | 640 | 399 | 3.43 | 241 | 3.64 | 39.61 | 0.00 | |
Facilitators | t1 | 640 | 399 | 2.87 | 241 | 3.13 | 18.97 | 0.00 |
t2 | 640 | 399 | 3.09 | 241 | 3.30 | 12.79 | 0.00 |
Dependent Variable | Independent Variables | F-Test | p-Value | Estimated Marginal Means | |
---|---|---|---|---|---|
Male | Female | ||||
ΔTeamwork score: Self | Sex | 18.56 | 0.00 | 0.06 | 0.22 |
Teamwork score at t1 | 229.78 | 0.00 | |||
ΔTeamwork score: Peers | Sex | 16.80 | 0.00 | 0.11 | 0.25 |
Teamwork score at t1 | 301.00 | 0.00 | |||
ΔTeamwork score: Facilitators | Sex | 3.20 | 0.07 | 0.17 | 0.26 |
Teamwork score at t1 | 277.91 | 0.00 |
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Guaman-Quintanilla, S.; Everaert, P.; Chiluiza, K.; Valcke, M. Fostering Teamwork through Design Thinking: Evidence from a Multi-Actor Perspective. Educ. Sci. 2022, 12, 279. https://doi.org/10.3390/educsci12040279
Guaman-Quintanilla S, Everaert P, Chiluiza K, Valcke M. Fostering Teamwork through Design Thinking: Evidence from a Multi-Actor Perspective. Education Sciences. 2022; 12(4):279. https://doi.org/10.3390/educsci12040279
Chicago/Turabian StyleGuaman-Quintanilla, Sharon, Patricia Everaert, Katherine Chiluiza, and Martin Valcke. 2022. "Fostering Teamwork through Design Thinking: Evidence from a Multi-Actor Perspective" Education Sciences 12, no. 4: 279. https://doi.org/10.3390/educsci12040279
APA StyleGuaman-Quintanilla, S., Everaert, P., Chiluiza, K., & Valcke, M. (2022). Fostering Teamwork through Design Thinking: Evidence from a Multi-Actor Perspective. Education Sciences, 12(4), 279. https://doi.org/10.3390/educsci12040279