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Design Thinking and Digital Marketing Skills in Marketing Education: A Module On Building Mobile Applications
Design Thinking and Digital Marketing Skills in Marketing Education: A Module On Building Mobile Applications
To cite this article: Kristen Schiele & Steven Chen (2018): DESIGN THINKING AND DIGITAL
MARKETING SKILLS IN MARKETING EDUCATION: A MODULE ON BUILDING MOBILE
APPLICATIONS, Marketing Education Review, DOI: 10.1080/10528008.2018.1448283
Article views: 1
The purpose of this article is to demonstrate how marketing educators can utilize the design-
thinking process to create an engaged, high-impact learning experience for students. The guidelines
of the assignment outlined in this article show how marketing students can utilize the design-
thinking process in order to create a mobile application that meet the needs of target consumers.
This adaptable assignment was tested in two types of marketing courses, and findings indicate that
students improved in the areas of empathy, creativity, communication skills, technology skills,
critical thinking, and collaboration.
Figure 1
Empathy Map with Examples
Summer 2018 3
Step 2: Define the Problem of the Target Market a focus group consisting of seven to ten new students at
and Brainstorm How to Solve it With a Mobile the university. Teams communicated the features of the
Application prototype and received feedback on the user experience
and app features. The students posed a series of open-
The prompt in this step was for teams to identify pro- ended questions that moved from general (i.e., what
blems that new students face by analyzing the empathy problems are you currently having?) to more specific
map and grouping items into problem categories. For questions based on responses given by the participants.
example, one group’s empathy map identified new stu- Before students conducted the focus groups, however,
dent problems, which included not knowing where to the instructor gave a lecture on how to use several pro-
go, getting lost on campus, and the inability to locate jective techniques (i.e., metaphors, third-party projec-
their classrooms. The group organized these items as tions, role playing, word associations) to receive more
one specific problem category, and determined that in-depth feedback from participants. For example, by
their application would solve the problem of helping showing the focus group a picture of a new student on
students navigate the campus. campus and asking the group to describe what is hap-
After groups decided which specific problem they pening in the picture, they can uncover deeper mean-
wanted to focus on, they determined how the problem ings and problems that may be less accessible by direct
could be resolved using a mobile application. This idea- questioning (McGrath, Sherry, & Levy, 1993).
tion phase is a creative process where students are Based on feedback, the teams collaborated to redefine
prompted to create a list of various innovative options. their prototypes on new wireframes that showed the
During a 30–45 minute brainstorming session, the teams modifications. One modification example was from a
used critical thinking and creativity to step beyond team trying to solve the problem of “meeting new peo-
obvious solutions to increase the innovation potential ple.” The team’s original prototype was an app to give
and leverage the collective perspectives and strengths of students updates of activities happening on campus so
all the group members to explore solutions. they could attend and meet new people. But focus-group
participants said they would first prefer to connect with
Step 3: Create a Wireframe Prototype of a people online before meeting in person, so the team
Mobile Application modified their app to include a chatroom and newsfeed
where students could interact before attending events.
Next, students created a prototype of the mobile Overall, most focus groups confirmed that the apps were
application. To assist them in designing a prototype, helpful in solving new-student problems, so only minor
another in-class brainstorming session was conducted changes were needed, such as the placement of buttons
where the groups were asked to reflect on what mobile and the navigation from one page to another, which
applications have personally helped them in the past. made the application more user-friendly.
Before working on their own prototype, groups spent
15–20 minutes discussing applications they have used in
Step 5: Presentation of the Final Prototype in
the past, and then how to incorporate relevant aspects into
Class
their own application. Then the instructor provided stu-
dents handouts of blank mobile application wireframes. At the end of the term, each group created a 15-minute
Students were given 30–45 minutes to work on a prototype PowerPoint presentation and communicated their
in class. Wireframes are essentially mock-ups of what each design-thinking process and final prototype to the pro-
page of the mobile application will look like, notes on what fessor and their classmates. The presentation included
features are available on each page, and directions on how visuals of what was created in each step, such as the
the buttons on each page will take the user to other pages. empathy map, wireframes, and updated wireframes.
Students also included the themes discovered during
Step 4: Test the Mobile Application—Get their brainstorming sessions to display their creativity
Feedback from Peers and Refine the Prototype and critical thinking throughout the project. During
the presentations the students also discussed their
Focus groups were conducted outside of class and ran for focus-group findings and what they learned from
60–90 minutes. Each team presented their prototype to being a part of this project and collaborating as a team.
4 Marketing Education Review
METHODOLOGY AND DISCUSSION steps broken up over time and a final presentation at
the end. Another adaptation is for students to work on
Qualitative, open-ended follow-up assessments were this assignment in one class session, with all steps
administered at the end of the term to 75 juniors and being followed (except for conducting a focus group
seniors in three course sections of Consumer Behavior to test and refine the prototype), and students would
and Digital Marketing. The instructor administered give short presentations at the end of class. This project
assessments for students to reflect on their overall experi- can also be implemented in a digital marketing course,
ence using design thinking and to evaluate whether the where groups can create mobile applications using a
assignment helped them meet learning objectives. free development program available online (e.g., Wix).
According to student assessments, many students
reported they had heard the term “design thinking”
before, but this was the first time they actually used the CONCLUSION
process. Additionally, the module was students’ first This article shows how marketing educators can utilize
experience creating a mobile application. Learning how design thinking to create an innovative learning experi-
to design an application was one of the students’ biggest ence. The course curriculum is different from existing
challenges, but it was also the most rewarding part. instruction methods, and it creates a memorable hands-
Students indicated that they learned how to apply the on student experience. When students work in a group to
needs of a target consumer to product design. Students solve a problem and produce a product, they actively
self-reported that they improved in the areas of empathy, participate and collaborate with their team. This assign-
communication skills, technology skills, critical think- ment is novel because it demonstrates the possibilities
ing, and collaboration. associated with conducting design-thinking projects in
Marketing education scholarship recognizes the marketing courses.
importance of integrating design thinking into the
classroom to enhance students’ creative outcomes
(Dunne & Martin, 2006; Glen et al., 2014). This article REFERENCES
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