6 Class Exercises to Build innovative Thinking

Engaging students in innovative thinking can be a challenge, but the right class exercises can make all the difference. These activities are designed to spark creativity, encourage collaboration, and help students think outside the box. Whether you're teaching a business class or a design course, these exercises can energize your classroom and inspire fresh ideas. Here are six innovative class exercises that can help you build innovative thinking skills in your students.

Key Takeaways

  • These exercises encourage collaboration and teamwork.
  • They help students think creatively and explore new ideas.
  • Class exercises for innovative thinking can be adapted to any subject.
  • Incorporating fun elements can boost engagement.
  • These activities can lead to practical solutions to real-world problems.

1. The Pin-Up Exercise

I'm a big fan of the Pin-Up exercise. It's a simple yet effective way to get students thinking critically and creatively about their projects. Basically, students pin up their work (sketches, prototypes, whatever they're working on) and then receive constructive feedback from their peers and me. This exercise is all about fostering open conversation and collaborative learning.

I try to mix things up to keep it fresh. Sometimes it's a structured critique session, other times it's more of a free-flowing discussion. The goal is always the same: to help students refine their ideas and push their thinking. I find that these daily conversations also give me valuable insights into how my students are learning and how the class is progressing. It's a great way for me to establish a supportive network and adjust my teaching as needed. It's amazing how much a simple pin-up can do!

2. The Systems Thinking Exercise

I find this exercise particularly insightful because it pushes students to look beyond the surface. It's about understanding how different parts of a system interact and influence each other. I first encountered this approach in a VentureWell-supported online course, "Tools for Design and Sustainability," which featured a section on whole system mapping. It's a fantastic way to visually represent complex relationships and incorporate sustainability measurements, like life-cycle assessment, into the early stages of product development.

I've adapted this exercise for my classes, and here's how I run it:

  • First, I present a real-world problem, like plastic waste in the ocean.
  • Then, I ask students to map out all the factors contributing to the problem – from production and consumption to disposal and recycling.
  • Next, we identify the key leverage points where interventions could have the biggest impact.
The goal isn't just to identify problems but to understand the interconnectedness of the system and find innovative solutions that address the root causes.

This exercise really helps students develop a more holistic perspective and think critically about the consequences of their design choices. It's not just about creating a product; it's about creating a sustainable product within a larger context. It encourages them to consider the entire lifecycle and the potential impacts on the environment and society. It's a challenging but rewarding exercise that I believe is essential for fostering innovative thinking.

3. The 48-Hour Crash Course Exercise

I remember when I first heard about this exercise, I thought it sounded intense, but it's actually a fantastic way to kickstart a new product development course. The idea is simple: throw students into the deep end right from the start.

I adapted this from Nathalie Duval-Couetil's approach at Purdue University. In my version, I divide the class into teams and give them a product – anything from a common household item to a quirky gadget. The challenge? In just 48 hours, they need to come up with a pitch on how to improve it.

It's a whirlwind of brainstorming, quick research, and frantic prototyping. The goal isn't perfection; it's about giving them a taste of the entire product development lifecycle in a compressed timeframe. It really helps set the stage for what they'll be learning throughout the semester. It's amazing how much entrepreneurship can be achieved in such a short time.

This exercise is all about speed and adaptability. It forces students to think on their feet, make quick decisions, and collaborate effectively under pressure. It's a great way to break the ice and get them excited about the course material.

Here's how I usually structure it:

  • Product Assignment: Each team receives a different product to analyze.
  • Research & Ideation: They spend the first 24 hours researching the product, identifying its flaws, and brainstorming potential improvements.
  • Pitch Development: The next 24 hours are dedicated to developing a concise and compelling pitch, complete with a basic prototype or visual aid.
  • Presentations: Finally, each team presents their pitch to the class, followed by a Q&A session.

This exercise really highlights the scope of what they will learn during the course.

4. The Design with Empathy Exercise

I've found that one of the most impactful ways to spark innovative thinking is through empathy. This exercise focuses on connecting students with real people facing real challenges. It's about stepping outside of our own assumptions and truly understanding the needs and perspectives of others. It's not just about designing for someone, but designing with them.

I usually run this module before diving into more technical aspects of design. It helps ground the students and gives their projects a sense of purpose.

This exercise is based on the IDEO approach of interviewing people to build empathy and uncover underlying challenges. It's about understanding the non-obvious needs and frustrations that people experience in their daily lives.

The process often leads to insights that completely redefine the scope of student projects. By understanding the user on a deeper level, the overall design of the deliverable is significantly improved. It's amazing to see how students' ideas evolve when they truly connect with the people they're designing for. It's a great way to introduce problem-based learning to students.

Here's how I typically structure the exercise:

  1. Identify a Target User Group: Start by having students identify a specific group of people they want to design for. This could be anything from elderly individuals with mobility issues to students struggling with time management.
  2. Conduct User Interviews: The core of this exercise is conducting in-depth interviews with members of the target user group. Encourage students to ask open-ended questions and actively listen to the responses. It's important to go beyond surface-level answers and dig deeper into the underlying motivations and frustrations.
  3. Synthesize Findings: After conducting the interviews, students need to synthesize their findings and identify key themes and insights. This could involve creating empathy maps or user personas to help visualize the user's needs and perspectives.
  4. Iterate on Design: Based on their findings, students should iterate on their initial design ideas. This could involve making significant changes to the scope of the project or exploring entirely new solutions. The goal is to create a design that truly meets the needs of the target user group.

This exercise is a powerful way to foster empathy and promote innovative thinking. It helps students develop a deeper understanding of the people they're designing for and encourages them to create solutions that are truly meaningful and impactful. It also helps them understand the importance of lean launchpad principles in design.

5. The Tinker Toy Exercise

I think this one is super fun because it forces collaboration right from the start. The Tinker Toy Challenge is all about getting students who haven't worked together before to engage in creative problem-solving and teamwork.

Here's how I run it: I sort Tinker Toys by shape and color, putting them into separate bags. I then tuck these bags under chairs or place them on a table, making sure matching colors and pieces are together. Then comes the challenge! I present a problem, like building a vehicle to transport a sick person across rugged terrain. The catch is, before they can even start building, students have to form teams with others who have different shapes or colors of Tinker Toys. This is to ensure they have enough pieces to actually build the vehicle. It's a great way to encourage creative thinking and see how people work together under a bit of pressure. It really highlights the importance of diverse skill sets and perspectives in problem-solving. It's amazing to see the innovative solutions they come up with when they're forced to rely on each other's strengths.

6. The Yes, AND… Game

This is one of my favorite exercises because it's simple, fun, and surprisingly effective at breaking down mental barriers. It's all about building on ideas rather than shooting them down. I've found it particularly useful when a team is stuck in a rut or needs to generate a lot of ideas quickly.

Here's how I usually run it:

  1. Start with a problem. I present the team with a specific challenge or question. For example, "How can we improve customer satisfaction?"
  2. One person offers an initial idea. It doesn't have to be perfect, just a starting point.
  3. The next person responds with "Yes, AND…" and then adds to the idea. The key is to accept the previous idea and build upon it, rather than negating it. For example, "Yes, AND we could also offer personalized recommendations based on their past purchases."
  4. Continue around the group, with each person adding to the idea using the "Yes, AND…" format. The more ridiculous the ideas get, the better! It often leads to unexpected and innovative solutions.
The beauty of this game is that it forces you to think collaboratively. It's not about whose idea is best, but about how we can make each idea better together. It's a great way to build organizational culture and encourage a more positive and creative environment.

I've seen this game spark some truly amazing ideas. It's a reminder that even the silliest suggestions can lead to something brilliant when you build on them together. It's also similar to the invent-it, pitch-it card game, Products: The Card Game, where you combine random elements to create something new.

The "Yes, AND..." game is a fun way to boost creativity and teamwork. In this game, when someone shares an idea, you respond with "Yes, and..." to build on it instead of shutting it down. This encourages everyone to think together and come up with even better ideas. Want to learn more about how to play and improve your skills? Visit our website for tips and tricks!

Frequently Asked Questions

What is the Pin-Up Exercise?

The Pin-Up Exercise is a fun activity where students share their ideas and get feedback from their classmates. It helps them grow their concepts and learn from each other.

How does the Systems Thinking Exercise work?

In the Systems Thinking Exercise, students learn to look at problems in a big picture way. They create maps to understand how different parts of a system connect and affect each other.

What happens in the 48-Hour Crash Course Exercise?

In this exercise, students are given a product and just 48 hours to come up with a pitch to improve it. This fast-paced activity helps them learn to think quickly and creatively.

What is the goal of the Design with Empathy Exercise?

The Design with Empathy Exercise focuses on understanding the needs of real people. Students interview others to learn about their problems, which helps them create better solutions.

What do you do in the Tinker Toy Exercise?

In the Tinker Toy Exercise, students use simple building blocks to create new inventions. This hands-on activity encourages creativity and teamwork.

How does the Yes, AND… Game work?

The Yes, AND… Game is a fun brainstorming activity where students build on each other's ideas. They learn to accept suggestions and add their own thoughts to create new solutions.

Back to blog