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Marketing Education Review

ISSN: 1052-8008 (Print) 2153-9987 (Online) Journal homepage: http://www.tandfonline.com/loi/mmer20

DESIGN THINKING AND DIGITAL MARKETING


SKILLS IN MARKETING EDUCATION: A MODULE ON
BUILDING MOBILE APPLICATIONS

Kristen Schiele & Steven Chen

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

To link to this article: https://doi.org/10.1080/10528008.2018.1448283

Published online: 26 Mar 2018.

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DESIGN THINKING AND DIGITAL MARKETING SKILLS IN MARKETING
EDUCATION: A MODULE ON BUILDING MOBILE APPLICATIONS
Kristen Schielea and Steven Chenb
a
International Business and Marketing Department, California State Polytechnic University, Pomona, CA, USA;
b
Department of Marketing, Mihaylo College of Business and Economics, California State University, Fullerton, CA, USA

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.

INTRODUCTION specificity as it relates to actual frameworks and exercises


(Dunne & Martin, 2006; Glen, Suciu, & Baughn, 2014).
More and more practitioners are utilizing a designer’s The purpose of this article is to demonstrate how
approach to generate innovative ideas by empathizing marketing educators can use the design-thinking pro-
with the consumer experience (Dunne & Martin, cess in their course curriculum. Specifically, the article
2006). Leading firms like IDEO have developed bespoke provides a design-thinking exercise that can be inte-
design-thinking approaches to innovate products and grated into marketing courses.
services for clients such as Steelcase, Bank of America,
and Kaiser Permanente. Following in the footsteps of
CONCEPTUAL BACKGROUND
practitioners, vanguard educational institutions, such
as Stanford University and the University of Toronto, Marketing scholarship has long recognized the impor-
have developed popular executive programs that inte- tance of product design in augmenting firms’ marketing
grate business and design. strategies (Bloch, 1995). From the vantage of firms, design
Design thinking refers to the mental and physical pro- is a way to visually differentiate products from those of
cesses that help firms achieve creative design outcomes competitors (Homburg, Schwemmle, & Kuehnl, 2015).
(Chen & Venkatesh, 2013). Multiple approaches to design For consumers, design is a source of aesthetic value
thinking exist, although many will incorporate stages of (Bloch, Brunel, & Arnold, 2003), a determinant of pro-
problem identification, ideation, concept development, duct choice (Creusen, 2011), and a means by which they
and concept implementation (e.g., Best, 2015; Design express their self-identity (Kumar & Noble, 2016). But the
Council, 2015). In marketing pedagogy, design thinking mere recognition of design’s value is different than
is steered toward improving the originality and usefulness “doing design,” and that is where the domain of design
of students’ creative outcomes, especially in a product- thinking comes in.
design setting (Love, Stone, & Wilton, 2011). While mar- Design thinking refers to a variety of methods that aid
keting education scholarship identifies the need for inte- in the development of products and services (Chen
grating design thinking with marketing, it offers little & Venkatesh, 2013). The implementation of design think-
ing can occur throughout several stages, and the number
of stages may depend on the specific model of design
thinking. For instance, the Stanford D. School, which
Address correspondence to Kristen Schiele, International offers executive design education, articulates a five-stage
Business and Marketing Department, California State model: Empathy, Define, Ideate, Prototype, and Test. In
Polytechnic University, 3801 W. Temple Ave, Pomona, CA the Empathy phase, students seek to understand people in
91768. Email: krschiele@cpp.edu

Marketing Education Review, vol. 00, no. 00 (2018), pp. 1–5.


Copyright Ó 2018 Society for Marketing Advances
ISSN: 1052–8008 (print) / ISSN 2153–9987 (online)
DOI: https://doi.org/10.1080/10528008.2018.1448283
2 Marketing Education Review

the context of a consumption experience through obser- DESIGN-THINKING ASSIGNMENT


vation studies. In Define, students concretize design pro-
blems that were discovered in the previous step. In Ideate, For this assignment, teams of four to five students used
students engage in brainstorming sessions to design a the design-thinking process to solve a problem facing
solution to the problem. In the Prototype phase, quality new university students. Each of the following steps was
ideas are selected and mocked up through wireframes, completed in a single class session, with the exception of
storyboards, or 3-D models. Finally, in the Test phase focus groups, which were completed outside of class. All
students seek feedback on their ideas from target consu- of these steps took approximately 30–60 minutes to com-
mers. Other models include the Double Diamond (Design plete during five class sessions throughout a 10-week
Council, 2015) and Best’s (2015) three-stage model. quarter. Steps 1–4 were worth 25 points each and were
As practitioners increasingly adopt design thinking to graded on completion by due dates. Step 5, the final
achieve innovation, business educators have followed in presentation, was worth 100 points.
kind and have begun to integrate design thinking into
business curricula to enhance students’ creative skills. Step 1: Create an Empathy Map to Discover the
Yet, outside of a few notable exceptions (Love et al., Needs of the Target Market
2011), research in marketing education is largely prescrip-
tive—identifying the need for design thinking, but falling The first step is to create an empathy map, a collabora-
short of providing actual models or exercises (Dunne tive tool used to gain a more thorough understanding of
& Martin, 2006; Glen et al., 2014). Design thinking is the consumer and their real needs (Ferreira, Silva,
recognized for its effectiveness in organizational Oliveira, & Conte, 2015). For the empathy-mapping
innovation, and there is a natural connection between session, the students were given 30–45 minutes in class
innovation skills and essential design-thinking elements and the professor provided each group of students the
such as empathy, listening, collaboration, and experi- following prompt and a blank empathy-map handout:
mentation (Lee, 2016). For the purpose of fostering inno- What would new students say, do, think, and feel? The
vative problem solving, this article adopts design groups answered questions in the quadrants of the
thinking as a pedagogical approach to teaching critical empathy map. Figure 1 shows an example of a com-
thinking in marketing curriculum. pleted empathy map.

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
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