4.2.2 Informal Learning
Libraries, makerspaces, museums and zoos are examples
of informal learning spaces that are touched by design
thinking projects. The connection can occur in three
different ways: First, informal learning spaces offer room
for design thinking activities, and professional staff can
take on the role of facilitators. Second, design thinking
activities can be used to rethink exhibition spaces and
user experiences. Third, design thinking can be used in
a service learning context, where students apply design
thinking to enhance museum experiences.
Extending Library Exploration: Bowler (2014)
pilot tested a design thinking and maker experience
with Library and Information Science (LIS) students,
some of whom are training to be school librarians, at the
University of Pittsburgh. These students participated in
the Bots and Books Design Challenge, an extra-curricular
event held each spring during the School of Information
Sciences iFest. Working in teams of two or three, students
were challenged to select a children’s story and interpret it
through a robot, developed with Hummingbird controller
and visual programming language. The robots were then
judged by a panel of faculty and one librarian from the
Carnegie Library of Pittsburgh. In a similar project for a
different age group, Coleman (2016) incorporated the
design thinking process into literature exploration in the
school library. The focus of the first-grade design thinking
challenge was to gain a deep understanding of the
elements of the “Three Little Pigs” fairytale by designing
a better house for the pigs. The goal was to have students
look more deeply than usual at the characters, setting,
problem, and solution in the story to develop narrative
awareness that they could transfer to their own writing.
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