This article explores the integration of design thinking into the ideation phase of film and television production through the Media Innovate project at the Durban University of Technology. By employing design thinking methodologies, the project aims to enhance students' creative processes and bridge the gap between academic training and industry practice. Through user-centered problem-solving, students develop feature and short film scripts that address real-world challenges while cultivating entrepreneurial skills. The study follows an exploratory, qualitative methodology, utilising observation of students enrolled in the project to assess the impact of design thinking on their approach to media innovation. The observation focuses on how students apply design thinking principles such as empathy, ideation, and prototyping to their creative work, enabling a deeper understanding of stakeholder needs and fostering self-sustainability. Findings suggest that incorporating design thinking not only enhances creative outcomes but also prepares students for economic growth opportunities in the media industry. This research contributes to the broader discourse on the relevance of design thinking in the creative industries and it’s potential to transform educational practices in film and television production, equipping students for real-world success.
Keywords: Design thinking, Film and Television industry, Media innovation, Academic training, Entrepreneurial skills
Film and television are widely recognised as powerful mediums capable of influencing and shaping audience perceptions and societal narratives (Châtel, 2024). With the rise of digital technology and the proliferation of streaming platforms, there is an increasing demand for diverse and compelling content (Matloga et al., 2024). Student-produced films represent a valuable, yet underutilized, source of fresh and innovative stories that could potentially meet this growing hunger for content (Young & Rasinski, 2013). Additionally, the creative industries, particularly film and television, are beginning to embrace methodologies such as Design Thinking (DT) and Creative Problem Solving (CPS), recognising their potential to enhance creative processes and problem-solving capacities (Hornik & Rachamim, 2024).
While Design Thinking has been widely adopted in industries such as technology, business, and product design (Tantiyaswasdikul, 2024), its application in the film and television industry, especially at the ideation and concept development stages, is still under-explored. We lack insight into whether Design Thinking can foster stronger, more innovative content in media production, and how it might influence the creative and entrepreneurial outcomes for film and television students. There is also limited empirical research on how such a structured approach to problem-solving can bridge the gap between academic training and industry practice in creative disciplines.
Understanding how Design Thinking can be integrated into film and television production is crucial for both educators and industry professionals, as it may offer a structured yet flexible approach to developing high-quality content. This is especially relevant in an era where digital platforms are transforming the media landscape, creating new challenges and opportunities for content creators (Aguiar et al., 2024). If Design Thinking proves effective in enhancing students' creative processes, it could serve as a key strategy for improving educational practices, fostering self-sustainability, and generating economic growth through media innovation. The implications for education, creativity, and industry innovation are profound.
This article explores the integration of Design Thinking into the ideation phase of film and television production through the Media Innovate project at the Durban University of Technology. It investigates whether Design Thinking can aid students in generating stronger, more innovative content and how it affects their problem-solving abilities. The study observes and analyses students participating in a year-long program where they apply Design Thinking methodologies to the development of film and TV scripts. By examining the outcomes, this study aims to contribute to the discourse on the relevance of Design Thinking in creative industries and offer insights into its potential to transform both education and media content production.
The theoretical framework of this study is grounded in Design Thinking (DT) theory and the principles of Creative Problem Solving (CPS), both of which are central to understanding and enhancing the ideation process in the film and television industry.
Design Thinking is a human-centered approach to innovation that integrates empathy, ideation, and experimentation to solve complex problems (Järveläinen, 2019). Originating from the fields of design and engineering, DT has gained widespread recognition across various disciplines for its ability to foster creative solutions (Razzouk &Shute, 2012). In this framework, students are encouraged to engage with challenges from the user’s perspective, empathising with potential audiences, stakeholders, and collaborators in the media space. The DT process typically follows five stages—empathise, define, ideate, prototype, and test—and in the context of the Media Innovate project, these stages guide students through script development, character creation, and storyboarding, allowing them to better understand their creative output in a real-world context (Kumar, 2022). By applying DT methodologies, the project bridges the gap between academic learning and practical application, fostering a more interactive and experiential learning process.
While not traditionally formalized as a "theory," Creative Problem Solving is a well-recognised methodology for addressing complex, ill-defined challenges through innovative thinking. CPS shares many similarities with Design Thinking, especially in its emphasis on brainstorming, ideation, and evaluating multiple potential solutions before settling on a final approach (Bunyard, 2016). It operates in four key phases—clarify, ideate, develop, and implement—which closely align with the iterative nature of Design Thinking (Cai et al., 2023). In the film and television industry, CPS is particularly relevant given the often ambiguous and multifaceted nature of creative challenges (Zidulka, 2017). From developing compelling narratives to addressing production constraints, CPS encourages practitioners to approach problems with flexibility, iterating through ideas until the best solutions emerge. In Media Innovate, students encounter real-world issues such as balancing artistic vision with budgetary and logistical constraints. By employing CPS techniques, they learn to navigate these complexities and approach the ideation phase with a structured but open-ended mind-set.
The integration of Design Thinking and Creative Problem Solving in this theoretical framework is particularly useful for the dynamic and often unpredictable nature of the film and television industry. Both methodologies emphasize iterative processes, user-centered perspectives, and flexibility, which are essential for fostering innovation in a field that relies on constant adaptation to new technologies, market demands, and creative visions (Park and Lee, 2021). By merging these two approaches, students involved in the Media Innovate project are not only able to develop innovative solutions but also critically evaluate and improve their work through continuous feedback and revision.
In sum, this framework positions both DT and CPS as complementary processes that promote creative autonomy, entrepreneurial thinking, and real-world problem-solving in media production. This dual approach empowers students to address challenges innovatively, enhancing their potential to succeed in a rapidly evolving industry.
Design Thinking is a human-centered approach to problem-solving that focuses on empathy, ideation, and prototyping, with key contributions from theorists like Tim Brown and Roger Martin (Kimbell, 2011). Buchanan (2019) highlights the renewed interest in systems thinking in relation to design, arguing that designers should focus on transforming environments to enhance human experiences rather than purely analysing systems. Dorst (2011) discusses the core elements of design thinking, such as framing and frame creation, as essential tools for innovation in organisational contexts. Razzouk and Shute (2012) define design thinking as both an analytical and creative process involving experimentation, prototyping, and feedback, particularly in educational settings. Kimbell (2011) critiques the overgeneralisation of design thinking as merely a cognitive style or organisational resource, emphasising the need for a deeper understanding of designers' situated practices and their impact on its application. Similarly, Tonkinwise (2011) argues against oversimplifying design thinking in management discourse, highlighting the crucial role of designers' aesthetic judgments and alignment with users' preferences in driving innovation. Despite these critiques, which suggest that design thinking may overlook diverse practices and become depoliticised, it remains valuable in the creative industries, particularly in film and television. Design thinking fosters innovative, user-centered, and iterative methodologies that enhance ideation, development, and audience engagement, with principles such as empathy-driven ideation, prototyping, and iterative testing proving vital in media-related fields. Furthermore, Li (2024) and Kumar (2022) demonstrate how design thinking enhances interdisciplinary talent cultivation and develops essential skills, underscoring its effectiveness in creative media education. Thus, by focusing on the user’s needs, Design Thinking helps creatives frame problems in ways that lead to novel solutions, offering opportunities to address diverse challenges in media production and arts education.
Design Thinking is increasingly applied across various industries such as design, engineering, education, and product development, offering a user-centered approach to creative problem solving that fosters innovation, collaboration, and critical thinking (Liu et al., 2024; Zhu et al., 2024). In education, it enhances creativity and problem-solving skills, as seen in maker education and inquiry-based learning, while in engineering, it reshapes perceptions and improves performance (Liu et al., 2024; Indrianto et al., 2024). The work of Gottlieb et al. (2017) emphasises the application of design thinking in medical education, stressing its user-centered nature in addressing real-world needs through iterative stages of discovery, ideation, and evolution. Tantiyaswasdikul (2024) extends the application of design thinking to sustainable built environments, proposing a new foresight design thinking model to address socioecological challenges. Furthermore, Design Thinking has been used to address complex societal challenges, such as accessibility and community-based tourism, promoting inclusivity and practical solutions in these fields (Heron et al., 2024; Liu, Lee, et al., 2024). In healthcare, it enables the development of patient-centered interventions, improving communication between patients and healthcare providers (Pozzar et al., 2024). These studies show that Design Thinking has been applied in these industries to facilitate creative problem-solving, streamline production workflows, and enhance audience engagement. Despite its structured nature, it allows for flexibility, making it adaptable to the inherently fluid and dynamic processes that characterise creative work.
Design Thinking has increasingly become a valuable approach within film and television education and production, fostering creativity, innovation, and interdisciplinary collaboration. Chen and Kwangmuang (2024) demonstrated how design thinking-based interventions significantly enhanced the creative thinking abilities of film and television freshmen, with students expressing high satisfaction. Similarly, Wang et al. (2023) emphasised the importance of nurturing directors’ innovative thinking in response to the evolving media landscape, while Wille (2015) highlighted the role of design in shaping visual narratives and facilitating cross-disciplinary collaboration in production. Beedles (2023) introduced the "Reflective Reels" toolkit to incorporate reflexive practices in film education, enhancing intellectual agility. Blended teaching methods in film courses, as explored by Tang et al. (2023), further illustrate design thinking’s application in education, leading to improved learning outcomes. The future of virtual production also benefits from remote co-design workshops, fostering innovation in audio-visual industries (Bodini et al., 2023). Despite these advancements, there remain notable gaps in the research regarding the integration of design thinking in specific phases of production and its long-term impact on students' career readiness in the film and television industry.
The ideation stage of the film and television production process is widely recognised as crucial, and significant research has been dedicated to strengthening this phase. Hornik and Rachamim (2024) introduce the concept of television digital twins (TVDT) as a platform for managing large-scale television data sets, bridging advanced technologies and media research. Opiyo (2012) proposes abstract prototyping (AP) to enhance product ideation and representation in real-life contexts, demonstrating its effectiveness in facilitating design communication while offering a cost-effective alternative to complex virtual reality solutions. Choi (2018) highlights the significance of early assessments in new product development (NPD), showing how product and emotional features at the idea screening stage can significantly influence box office returns on investment for films. Sosa (2019) presents an accretion theory of ideation, suggesting that creative solutions emerge from the synthesis of fragmented ideas, thereby introducing new metrics to evaluate the ideation process. Kotecha et al. (2021) explore speculative fiction as a framework to stimulate engineering design ideation, revealing that narratives closely related to design problems enhance idea generation. Teng et al. (2014) analyse cognitive style and gender differences in idea associations, finding that these factors impact storyboard creation in animation design. Firth and Stoltenberg (2016) demonstrate how moving images in higher education can facilitate storytelling and ideation among culturally diverse student cohorts. Wu (2016) examines character animation stories, identifying key elements like story structure and character conflict that enhance creative efficiency. Wu and Callaghan (2016) introduce the Creative Innovation Development (CID) model, illustrating how innovation emerges through iterative cycles of "imagining" and "doing." Finally, Llano et al. (2014) present a method for automating fictional ideation using ConceptNet, laying the groundwork for future advancements in automated creative ideation. Overall, while significant progress has been made in understanding the ideation stage, continued exploration is necessary to bridge existing gaps and enhance this pivotal aspect of film and television production.
Action research serves as a powerful methodology in educational interventions, characterized by its cyclical process of planning, acting, observing, reflecting, and evaluating (Laudonia et al., 2018). This approach engages educators in curriculum development and continuous professional growth, as evidenced by Henthorn et al. (2024), who highlight the empowering effects of mentorship on teacher practices and student outcomes through Action Research Grants in Scotland. Additionally, Pérez Granados et al. (2024) demonstrate the transformative potential of collaborative curriculum development during pre-service teacher training through Lesson Study, fostering a supportive peer network that enhances professional identity. Similarly, Iglesias and Tejada (2024) show how a Participatory Action Research (PAR) intervention in higher education promotes student autonomy and critical reflexivity in music education, illustrating the integration of theory and practice. Villari (2023) further connects action research with design research, providing a framework for collaboration in complex systems, while De Oliveira (2023) and Cornish et al. (2023) discuss the empowerment of marginalised individuals through PAR, emphasising critical consciousness and the need for addressing power dynamics and ethical challenges. Finally, Feekery (2024:333) introduces the 7Cs Framework for Participatory Action Research, which are: Cyclical, Collaborative, Context-specific, Critically reflective, Combining theory and practice, Change-focused, and Conversation-driven, guiding novice practitioners in effectively planning and implementing PAR projects. Collectively, these studies underscore the effectiveness of action research as a collaborative and reflective methodology that not only facilitates educational change but also promotes empowerment and professional growth among educators and students alike.
Action research plays a pivotal role in enhancing creative and media-based education by allowing for real-time adjustments to teaching methods based on ongoing feedback and observation, thus aligning with the dynamic nature of the study's approach. For instance, Winarsih et al. (2024) demonstrate that implementing the Project-Based Learning model with Social Media Marketing significantly improves student outcomes in Creative Products and Entrepreneurship, with cognitive scores increasing by 56%. Similarly, Saptono et al. (2023) found that using VideoScribe in a cyclical action research process effectively enhanced Grade IV students' engagement and comprehension. In the context of teacher education, Syahid et al. (2023) developed the SMART framework to enhance digital competence among primary school teachers, proving effective across diverse regions in Indonesia. These studies demonstrate that action research is beneficial for individuals of all ages, effectively enhancing engagement and comprehension in primary school students while simultaneously improving digital competence among teachers.
Knaus (2023) further emphasises the interdisciplinary connections between education and media studies, noting how emotional engagement in digital media fosters active participation and reflection. Ashsiddieqy et al. (2024) utilised the Analysis, Design, Development, Implementation, and Evaluation (ADDIE) model to develop short film media, achieving significant improvements in critical, creative, and collaborative skills among students. Additionally, Anto et al. (2024) created interactive multimedia based on local wisdom to improve high school students' creative thinking in physics. Lestariningsih et al. (2022) found that Task-Based Language Teaching and Android video media significantly increased writing proficiency among university students, while Capacho (2019) explored the use of TV series to foster critical thinking skills in foreign language learners. Finally, Schoenfeld (2018) highlights that experiential learning, collaboration, and communication are essential for bridging the gap between theory and practice in film and TV education, ultimately enhancing employability and aligning educational outcomes with industry demands. In conclusion, the integration of action research within media studies fosters an adaptive learning environment that not only enhances student engagement and outcomes but also ensures that educational practices remain relevant and responsive to the needs of learners and the industry.
The evolving landscape of film and television education highlights the urgent need for reform and innovation to bridge the gap between theory and practice, as evidenced by various studies and articles. Schoenfeld (2018) underscores the significance of experiential learning, collaboration, and communication among British filmmakers, emphasising that "learning by doing" enhances employability and aligns educational outcomes with industry demands. Similarly, Ursu et al. (2008) propose that interactive narrativity, where audiences influence stories, should be a developmental focus for interactive television, while Berkeley (2009) discusses the revision of RMIT University's Bachelor of Communication (Media) degree, which now integrates process-based learning and network literacy through multimedia blogs to foster independent learning. Ziemsen (2017) advocates for virtual filmmaking education through a/r/tography, using the short film Romeo & Juliette to showcase innovative online teaching methods, and Dong (2024) calls for a university-industry cooperation model to enhance practical skills in animation education, addressing the industry's rapid growth. In the context of technological advancements, ShivaKrishna and Kathiravan M. (2024) demonstrate that incorporating AI and VR in education significantly improves student engagement and satisfaction compared to traditional methods. Zhang (2024) explores how new media technology reshapes film and television content production and dissemination, providing insights for the industry to adapt to contemporary challenges. Finally, Aston (2024) critiques the dominance of the Hollywood monomyth in storytelling, advocating for a broader narrative approach that includes alternative storytelling models to prepare students for a complex global narrative landscape. Collectively, these insights emphasise the critical importance of adapting educational methodologies to foster creativity, engagement, and relevant skill development in an ever-evolving media environment. Also derived, is the demand for innovative teaching methods in film and television education, which can better equip students with the skills required in the modern content-driven industry.
In the digital era, the rise of technological advancements has fundamentally altered the landscape across various sectors, driving the need for fresh content and innovative business models. In the cultural industries, lowered entry barriers have led to a significant increase in independent film production, providing consumers with diverse cinematic experiences (Waldfogel, 2016). In parallel, the evolution of e-business models in the European news and music sectors highlights the growing importance of coopetition in digital content markets, as businesses navigate a complex and competitive environment (Swatman et al., 2006). Digital (dis)intermediation has also disrupted branding activities, requiring firms to rethink their engagement with consumers and develop new marketing theories to address these changes (Gielens & Steenkamp, 2019). Micro, Small, and Medium Enterprises (MSMEs) are leveraging social media to enhance customer relationships, improve brand visibility, and expand market share in the digital economy (Ohara et al., 2024). Additionally, higher education is undergoing a transformation toward technology-enabled lifelong learning, emphasising employability and collaboration (Håkansson Lindqvist et al., 2024). The COVID-19 pandemic further accelerated the need for digital competence and 21st-century skills in education (Siddiq et al., 2024). In response to these disruptive shifts, businesses must continuously evolve their innovation models and value networks, incorporating tools like crowdsourcing and social media to remain competitive in an ever-changing digital environment (Sewpersadh, 2023). The evolving digital landscape sets a precedent for students to play a pivotal role in addressing the high demand for fresh content, positioning them as valuable contributors capable of filling gaps in the rapidly growing content market.
This study employs an action research methodology, which is well-suited to educational interventions that require both active participation and iterative reflection (Somekh & Zeichner, 2009). The aim of this research is to explore the integration of Design Thinking into the ideation phase of film and television production, focusing on the creative processes of students involved in the Media Innovate project at the Durban University of Technology. Action research was selected due to its participatory and cyclical nature (Brophy, 2001), which allows for ongoing evaluation and adjustment throughout the course of the academic year.
The study unfolded over the span of one academic year, during which students were introduced to the principles of Design Thinking and tasked with developing feature film or short film scripts. The project aimed to enhance their problem-solving skills while fostering innovation and creativity in content creation. The research was structured around the five-phase cycle of action research: planning, acting, observing, reflecting, and evaluating.
During the planning phase, students were familiarised with the Design Thinking process, which includes the stages of empathising, defining, ideating, prototyping, and testing. They were given a brief to create film scripts that addressed real-world challenges or opportunities in the media industry. In the acting phase, students participated in workshops and collaborative sessions where they applied Design Thinking methodologies to their projects. Techniques such as brainstorming, empathy mapping, and rapid prototyping were used to facilitate the ideation and development of their scripts.
Observation, both participant and non-participant, plays a key role in social science research, providing deeper insights into social dynamics when executed systematically and with clear research questions (Ciesielska et al., 2018). When conducting systematic field observation, it is crucial to account for the historical advancements in observation methodologies, focusing on behaviour variables, elements, and constructivist approaches (Mccall, 1984). Researchers must also recognise the potential for observer bias and error, and adopt frameworks like the role-expectations view to improve accuracy. In health care research, focusing on observational data within a modified case study framework can reveal contextual influences, offering richer understanding beyond self-reports (Dingwall, 2008). This suggests that, within the context of my article, utilising observational data to examine how students engage with the design thinking framework during the ideation phase can offer a deeper understanding of the factors that influence their creative work. Observational analysis allows for capturing the dynamics and contextual influences that may be missed in self-reported data, thereby providing a more comprehensive evaluation of the effectiveness of design thinking in improving ideation outcomes.
Finally, in the evaluating phase, data was collected through a combination of observations, and the analysis of student-created artifacts, such as scripts and creative outputs. These qualitative methods provided rich insights into how the students perceived the integration of Design Thinking into their work. The student artifacts, including their proposals for films, were analysed to observe the enhancements in their content and innovation that resulted from applying the design thinking framework
Data analysis followed a thematic approach, where qualitative data from observations were coded and categorised into key themes that emerged from the study. These themes included creativity, problem-solving, collaboration, and the practical application of Design Thinking. By examining both the process and the outputs, the study aimed to determine the effectiveness of Design Thinking in fostering innovation, self-sustainability, and problem-solving in the film and television industry.
The observing phase involved the primary researcher documenting the students' engagement and progression through the Design Thinking process. Observations focused on how students navigated challenges, refined their ideas, and collaborated with peers. These observations were critical in assessing the practical application of Design Thinking principles in the film and television context. Following this, the reflecting phase allowed students to engage in periodic discussions, where they evaluated their work, assessed the effectiveness of the methodologies, and shared insights on their creative journey. This reflective practice was key to identifying the impact of Design Thinking on their problem-solving capabilities.
Media Innovate is a 12-month project designed to bridge the gap between academic training and industry practice in Television Media Technologies at the Durban University of Technology. By integrating Project-Based Learning (PBL) and Design Thinking (DT), the initiative empowers students to apply their knowledge for real-world impact, with a focus on problem-solving and entrepreneurship. The ultimate goal is for students to produce a feature or short film script for funding, while fostering self-sustainability and creating employment opportunities.
Behavioural observations indicate that, initially, 30 students enrolled, but 21 remained due to school workload pressures. From observation, students have become more empathetic towards community service and more motivated due to daily encouragement to explore their creative potential without limitations. Guest speakers provided insights and networking opportunities that students appreciated, awakening them to career possibilities. Many students, who did not initially see themselves as scriptwriters or content producers, have now embraced these roles, leading to better quality scripts and productions. Encouraged to enter a local competition, five students won prizes, demonstrating the improved quality of their work.
I additionally observed a heightened sense of teamwork, particularly between second- and first-year students, with the former sharing skills and fostering mutual respect. The design thinking approach has inspired students to appreciate their local communities and the power of film and TV to create meaningful change. The students demonstrated resilience in balancing school work, long days, and competition deadlines.
Overall, the hands-on practical experience, coupled with guidance on overcoming production challenges, has led to improved scriptwriting, production quality, and greater appreciation of media's potential for impact.
From a design thinking perspective, the creation of short films and documentaries allowed students to progress through various phases that mirror the principles of empathy, ideation, prototyping, and testing. These phases provided a structured framework to observe and analyse their creative development.
To mitigate potential observer bias and error in this study, the Design Thinking theoretical framework was employed during analysis, providing a structured and objective approach to assessing students' creative processes and progress. By incorporating this framework, the research ensured a more accurate and comprehensive understanding of the students' development while minimizing the risk of subjective interpretation. Additionally, adopting frameworks such as the role-expectations view further enhanced the precision and reliability of the observations.
For example, Student 1 identified a real-world issue rooted in empathy—the cultural shock experienced by young people from rural areas when they transition to urban life for higher education. The student conducted interviews and research to understand the experiences of young rural girls moving to Durban, navigating the challenges of social isolation, peer pressure, and adapting to city life. Through ideation, the student conceptualised a 20-minute documentary that will trace the stories of two girls, contrasting their rural and urban environments. This documentary aims to inform and prepare young girls from rural communities about what they might encounter when moving to the city. As part of prototyping, the student plans to film these contrasting settings and narratives, followed by testing in the form of feedback sessions with peers to ensure the documentary resonates with the intended audience.
Student 2 focused on relationships in the university environment, particularly highlighting the risks associated with dating. Drawing on empathy to understand the pressures students face, this student developed a short film narrative about a third-year male student involved in relationships with two female students. The film, which addresses themes of deceit, unintended pregnancy, and abandonment, is aimed at raising awareness among female students about the potential dangers of relationships at university. During the ideation phase, the student explored different ways to tell the story, eventually settling on a 20-minute short film that illustrates these consequences. Prototyping will involve scripting and filming key scenes, followed by testing where the film is previewed to a small audience to gauge their reaction and adjust the final cut accordingly.
Student 3 seeks to empower the LGBTQ+ community by tackling the dangers of online dating, particularly within vulnerable populations. The student’s film idea revolves around an elderly woman who, through online dating, unknowingly forms a relationship with a young boy—revealed to be the son of her best friend. Through empathy, this student delved into the risks LGBTQ+ individuals face in online spaces, especially in scenarios where anonymity and deception are involved. In the ideation stage, the student shaped a short film that brings these dangers to light in a 20-minute narrative. Prototyping will involve creating scenes that capture the emotional gravity of this deception, and the testing phase will include presenting the film to LGBTQ+ focus groups for feedback and refinement.
Through these examples, design thinking allows for a deep understanding of the social issues students aim to address, with each phase—empathy, ideation, prototyping, and testing—providing a basis for observing and analysing their progress and creative decisions. This framework can be used to track how students integrate design thinking into their filmmaking processes, ensuring their final works are both impactful and reflective of real-world challenges.
The conclusion of this study underscores the transformative impact of integrating Design Thinking (DT) principles within a Project-Based Learning (PBL) framework in the context of film and television education. The observations reveal that the structured approach of Design Thinking significantly enhances students’ creativity, problem-solving abilities, and empathy towards real-world issues. By actively engaging in the Design Thinking process—through empathy, ideation, prototyping, and testing—students have not only developed relevant filmmaking skills but also gained a deeper understanding of the social challenges faced by their communities.
Furthermore, the project has fostered a collaborative learning environment, where students from different years support each other, share knowledge, and cultivate mutual respect. This camaraderie, coupled with the emphasis on community engagement, has sparked a renewed motivation among students, encouraging them to embrace roles as scriptwriters and content producers—areas they may not have previously considered.
The recognition students received through competitions serves as a testament to the improved quality of their work, validating the effectiveness of this pedagogical approach. The projects developed reflect the students' growth in addressing pertinent social issues, demonstrating the power of film and television as mediums for social change.
In conclusion, this study highlights the importance of embedding Design Thinking within educational practices in creative fields. By bridging the gap between academic theory and industry practice, initiatives like Media Innovate empower students to navigate the complexities of the media landscape, equipping them with the skills and mind-set necessary for their future careers. The findings affirm that fostering creativity, collaboration, and social consciousness in students not only enhances their educational experience but also positions them as agents of change within their communities. As the media landscape continues to evolve, embracing such innovative educational approaches will be essential in nurturing the next generation of filmmakers and storytellers.
In light of the findings from this study, future research could explore the long-term impacts of integrating Design Thinking principles in film and television education. Investigating how graduates from programs that employ this pedagogical approach fare in the industry could provide valuable insights into the efficacy of such educational frameworks. Additionally, examining the role of mentorship and industry partnerships in enhancing the Design Thinking process may yield important data on best practices for fostering collaboration between academic institutions and the media industry. Future studies could also focus on expanding the scope of Design Thinking applications beyond film and television, potentially integrating it into other creative disciplines such as visual arts, digital media, and performing arts.
Aguiar, L., Reimers, I. and Waldfogel, J. (2024), “Platforms and the transformation of the content industries”, Journal of Economics & Management Strategy, Vol. 33 No. 2, pp. 317–326, doi: 10.1111/jems.12519.
Anto, Y., Zurweni, Z. and Harjono, H.S. (2024), “Development of Interactive Multimedia Based on Local Wisdom of Jambi Oriented by Students’ Creative Thinking ability in High School Physics Subjects”, Indonesian Journal of Educational Development (IJED), Vol. 5 No. 1, pp. 137–149, doi: 10.59672/ijed.v5i1.3734.
Ashsiddieqy, K.K., Untari, S., Atok, R. Al and Nafsiyah, F. (2024), “Development of Service-Based Film Media To Stimulate Social Care, Critical Thinking, Creative, and Collaborative Skills”, EDUKASI: Jurnal Pendidikan Dan Pengajaran, Vol. 11 No. 1, pp. 6–21.
Aston, J. (2024), “There’s more to life than the monomyth: multiperspectival approaches to teaching narrative and story in university film and media departments”, Media Practice and Education, Vol. 25 No. 2, pp. 123–136, doi: 10.1080/25741136.2024.2331342.
Beedles, P. (2023), “REFLECTIVE REELS-STUDENT PERSPECTIVES OF USING REFLECTION. THE IMPACT OF EMBEDDING REFLECTION INTO FILM AND TELEVISION PRODUCTION MANAGEMENT TRAINING”, in Hurcomb, G., Herring, E., Jackson, J. and Duvallon, V.P. (Eds.), Teaching Beyond the Curriculum A Focus on Pedagogy 2023: Architecture Media Politics Society Proceedings Series 36.2, Louisiana State University & Wenzhou-Kean Universtiy, Glasgow.
Berkeley, L. (2009), “Media education and new technology: a case study of major curriculum change within a university media degree”, Journal of Media Practice, Vol. 10 No. 2–3, pp. 185–197, doi: 10.1386/jmpr.10.2-3.185_1.
Bodini, A., Manohar, A., Colecchia, F., Harrison, D. and Garaj, V. (2023), “Envisioning the future of virtual production in filmmaking: A remote co-design study”, Multimedia Tools and Applications, Springer US, Vol. 83 No. 7, pp. 19015–19039, doi: 10.1007/s11042-023-16308-7.
Brophy, M. (2001), The Study Circle: Participatory Action Research, With and For the Unemployed, Victoria University.
Buchanan, R. (2019), “Systems Thinking and Design Thinking: The Search for Principles in the World We Are Making”, She Ji: The Journal of Design, Economics, and Innovation, Elsevier, Vol. 5 No. 2, pp. 85–104, doi: 10.1016/j.sheji.2019.04.001.
Bunyard, W.C. (2016), The Creative Thinking Field Book: Putting Creative Problem Solving into the Context of Research & Development, Buffalo State College.
Cai, Y., Lin, J. and Zhang, R. (2023), “When and how to implement design thinking in the innovation process: A longitudinal case study”, Technovation, Elsevier Ltd, Vol. 126 No. June, p. 102816, doi: 10.1016/j.technovation.2023.102816.
Capacho, D.F.G. (2019), TV Series, a Tool to Enhance Fourth-Semester Students’ Critical Thinking: An Action Research Carried out in a Colombian University, University of Pamplona Bachelor.
Châtel, M. (2024), Filming Activity as a Tool for Influencing Place Image. A Reseach Agenda, edited by Alaux, C., Carmouze, L., Mabillard, V. and Pasquier, M., Institut de hautes études en administration publique Université de Lausanne, Lausanne.
Chen, M. and Kwangmuang, P. (2024), “Design and Develop a Learning Innovation Based on Design Thinking to Promote Creative Thinking Of Freshmen Majoring in Film and Television”, Journal of Education Nakhon Phanom University, Vol. 5 No. 2, pp. 16–24.
Choi, J.W. (2018), Screening for the Success Potential of New Products: The Case of the Movie Industry, Georgia State University.
Ciesielska, M., Boström, K.W. and Öhlander, M. (2018), “Observation Methods”, Qualitative Methodologies in Organization Studies, Vol. 2, Springer International Publishing, Cham, pp. 33–52, doi: 10.1007/978-3-319-65442-3_2.
Cornish, F., Breton, N., Moreno-Tabarez, U., Delgado, J., Rua, M., de-Graft Aikins, A. and Hodgetts, D. (2023), “Participatory action research”, Nature Reviews Methods Primers, Springer US, Vol. 3 No. 1, p. 34, doi: 10.1038/s43586-023-00214-1.
Dong, J. (2024), “A New Path to Cultivate Talents: Innovative Teaching Methods for Digital Film, Television and Animation Majors in Chinese Universities”, Research on Education and Media, Vol. 16 No. 1, pp. 10–18, doi: 10.2478/rem-2024-0003.
Dorst, K. (2011), “The core of ‘design thinking’ and its application”, Design Studies, Elsevier Ltd, Vol. 32 No. 6, pp. 521–532, doi: 10.1016/j.destud.2011.07.006.
Feekery, A. (2024), “The 7 C’s framework for participatory action research: inducting novice participant-researchers”, Educational Action Research, Routledge, Vol. 32 No. 3, pp. 332–347, doi: 10.1080/09650792.2023.2234417.
Firth, R. and Stoltenberg, E. (2016), “Using moving image to facilitate storytelling as an ideation methodology and a platform to enhance the integration of international student cohorts within product design education”, Proceedings of the 18th International Conference on Engineering and Product Design Education: Design Education: Collaboration and Cross-Disciplinarity, E and PDE 2016, Aarlborg University, Denmark, pp. 362–367.
Gielens, K. and Steenkamp, J.-B.E.M. (2019), “Branding in the era of digital (dis)intermediation”, International Journal of Research in Marketing, Elsevier B.V., Vol. 36 No. 3, pp. 367–384, doi: 10.1016/j.ijresmar.2019.01.005.
Gottlieb, M., Wagner, E., Wagner, A. and Chan, T. (2017), “Applying Design Thinking Principles to Curricular Development in Medical Education”, AEM Education and Training, Vol. 1 No. 1, pp. 21–26, doi: 10.1002/aet2.10003.
Håkansson Lindqvist, M., Mozelius, P., Jaldemark, J. and Cleveland Innes, M. (2024), “Higher education transformation towards lifelong learning in a digital era – a scoping literature review”, International Journal of Lifelong Education, Routledge, Vol. 43 No. 1, pp. 24–38, doi: 10.1080/02601370.2023.2279047.
Henthorn, R., Lowden, K. and McArdle, K. (2024), “‘It gives meaning and purpose to what you do’: mentors’ interpretations of practitioner action research in education”, Educational Action Research, Routledge, Vol. 32 No. 2, pp. 169–185, doi: 10.1080/09650792.2022.2106260.
Heron, L.M., Agarwal, R., Greenup, J., Attong, N. and Burke, S.L. (2024), “Leveraging the Design Thinking Model to address campus accessibility challenges and assess perceptions of disability awareness”, International Journal of Inclusive Education, Taylor & Francis, Vol. 28 No. 9, pp. 1858–1870, doi: 10.1080/13603116.2022.2041111.
Hornik, J. and Rachamim, M. (2024), “Television shows ideation, and testing with smart digital twins to advance ratings”, Electronic Commerce Research, Springer US, No. 0123456789, doi: 10.1007/s10660-024-09876-9.
Iglesias, P. and Tejada, J. (2024), “Practice as Research through Inquiry-Based Learning: A Pedagogical Intervention with Music Students in Higher Education”, Education Sciences, Vol. 14 No. 7, doi: 10.3390/educsci14070738.
Indrianto, A.T.L., Oktavio, A., Azmi, A., Abdullah, A., Isa, N.M., Adityaji, R. and Cahyana Subadi, L. (2024), “Exploration of The Teaching and Learning Model Using the Design Thinking Method in Developing Community-Based Tourism”, Revista de Gestão Social e Ambiental, Vol. 18 No. 1, p. e04740, doi: 10.24857/rgsa.v18n1-061.
Järveläinen, L. (2019), Enhancing Customer Experience-Creating a Human-Centered Concept with Design Thinking, Laurea University of Applied Sciences Enhancing.
Kimbell, L. (2011), “Rethinking Design Thinking: Part I”, Design and Culture, Vol. 3 No. 3, pp. 285–306, doi: 10.2752/175470811X13071166525216.
Knaus, T. (2023), “Emotions in Media Education: How media based emotions enrich classroom teaching and learning”, Social Sciences & Humanities Open, Elsevier Ltd, Vol. 8 No. 1, p. 100504, doi: 10.1016/j.ssaho.2023.100504.
Kotecha, M.C., Chen, T.-J., McAdams, D.A. and Krishnamurthy, V. (2021), “Design Ideation Through Speculative Fiction: Foundational Principles and Exploratory Study”, Journal of Mechanical Design, Vol. 143 No. 8, pp. 1–16, doi: 10.1115/1.4049656.
Kumar, G.S. (2022), “Design Thinking As an Innovative Teaching Method for Media and Communication Courses”, ShodhKosh: Journal of Visual and Performing Arts, Vol. 3 No. 2, pp. 172–191, doi: 10.29121/shodhkosh.v3.i2.2022.123.
Laudonia, I., Mamlok-Naaman, R., Abels, S. and Eilks, I. (2018), “Action research in science education – an analytical review of the literature”, Educational Action Research, Routledge, Vol. 26 No. 3, pp. 480–495, doi: 10.1080/09650792.2017.1358198.
Lestariningsih, E.D., Wijayatiningsih, T.D., Uswatun Khasanah, D.R.A. and Setiawan, A. (2022), “Developing Online Learning Media Using Task Based Language Teaching and Android Video on Writing Action Research Proposal”, Language Circle: Journal of Language and Literature, Vol. 16 No. 2, pp. 285–295, doi: 10.15294/lc.v16i2.34242.
Li, B. (2024), “Interdisciplinary Talent Cultivation and Development of Drama, Film and Television Literature in the Perspective of New Media”, Applied Mathematics and Nonlinear Sciences, Vol. 9 No. 1, pp. 1–13, doi: 10.2478/amns-2024-0291.
Liu, X., Gu, J. and Xu, J. (2024), “The impact of the design thinking model on pre-service teachers’ creativity self-efficacy, inventive problem-solving skills, and technology-related motivation”, International Journal of Technology and Design Education, Springer Netherlands, Vol. 34 No. 1, pp. 167–190, doi: 10.1007/s10798-023-09809-x.
Liu, Y.-L.E., Lee, T.-P. and Huang, Y.-M. (2024), “Exploring Students’ Continuance Intention Toward Digital Visual Collaborative Learning Technology in Design Thinking”, International Journal of Human–Computer Interaction, Vol. 40 No. 11, pp. 2808–2821, doi: 10.1080/10447318.2023.2172904.
Llano, M.T., Hepworth, R., Colton, S., Charnley, J. and Gow, J. (2014), “Automating fictional ideation using conceptnet”, in Kibble, R. (Ed.), AISB 2014 - 50th Annual Convention of the AISB, Goldsmiths, London, pp. 8–10.
Matloga, S.T., Mahole, E. and Nekhavhambe, M.M. (2024), “Challenges of public participation in improving basic service delivery in Vhembe District Municipality, Limpopo, South Africa”, Journal of Local Government Research and Innovation, Vol. 5, pp. 1–11, doi: 10.4102/jolgri.v5i0.160.
Mccall, G.J. (1984), “Systematic Field Observation”, Annual Review of Sociology, Vol. 10, pp. 263–282.
Ohara, M.R., Suparwata, D.O. and Rijal, S. (2024), “Revolutionary Marketing Strategy: Optimising Social Media Utilisation as an Effective Tool for MSMEs in the Digital Age”, Journal of Contemporary Administration and Management (ADMAN), Vol. 2 No. 1, pp. 313–318, doi: 10.61100/adman.v2i1.125.
De Oliveira, B. (2023), “Participatory action research as a research approach: advantages, limitations and criticisms”, Qualitative Research Journal, Vol. 23 No. 3, pp. 287–297, doi: 10.1108/QRJ-08-2022-0101.
Opiyo, E.Z. (2012), “Supporting the Ideation Process and Representation of the Design of a Product as Part of a Real Life Use Process”, Volume 3: Design, Materials and Manufacturing, Parts A, B, and C, Vol. 3, American Society of Mechanical Engineers, Texas, USA, pp. 325–333, doi: 10.1115/IMECE2012-85938.
Park, W. and Lee, H.-K. (2021), “CREATIVE INTEGRATION OF DESIGN THINKING AND STRATEGIC THINKING IN A DESIGN EDUCATION FRAMEWORK”, Creativity Studies, Vol. 14 No. 1, pp. 160–174, doi: 10.3846/cs.2021.13700.
Pérez Granados, L., Alcaraz-Salarirche, N., Fernández Navas, M. and Postigo Fuentes, A.Y. (2024), “Action research through lesson study: a space for learning in initial teacher training”, Educational Action Research, Routledge, Vol. 32 No. 1, pp. 7–24, doi: 10.1080/09650792.2022.2108473.
Pozzar, R.A., Tulsky, J.A., Berry, D.L., Batista, J., Yackel, H.D., Phan, H. and Wright, A.A. (2024), “Developing a Collaborative Agenda-Setting Intervention (CASI) to promote patient-centered communication in ovarian cancer care: A design thinking approach”, Patient Education and Counseling, Vol. 120, p. 108099, doi: 10.1016/j.pec.2023.108099.
Razzouk, R. and Shute, V. (2012), “What Is Design Thinking and Why Is It Important?”, Review of Educational Research, Vol. 82 No. 3, pp. 330–348, doi: 10.3102/0034654312457429.
Saptono, B., Herwin, H. and Dahalan, S.C. (2023), “VideoScribe’s Sparkol-Based Learning to Improve Learning Outcomes: A Classroom Action Research”, International Journal of Information and Education Technology, Vol. 13 No. 4, pp. 749–756, doi: 10.18178/ijiet.2023.13.4.1863.
Schoenfeld, C. (2018), “Learning by watching, doing and ‘having a chat’: developing conceptual knowledge in the UK film & TV industry”, Media Practice and Education, Vol. 19 No. 2, pp. 188–204, doi: 10.1080/25741136.2018.1467682.
Sewpersadh, N.S. (2023), “Disruptive business value models in the digital era”, Journal of Innovation and Entrepreneurship, Springer Berlin Heidelberg, Vol. 12 No. 1, p. 2, doi: 10.1186/s13731-022-00252-1.
ShivaKrishna, R. V. and Kathiravan M. (2024), “Virtual Reality Technology and Artificial Intelligence for Television and Film Animation”, Journal of Advanced Research in Applied Sciences and Engineering Technology, Vol. 43 No. 1, pp. 263–273, doi: 10.37934/araset.43.1.263273.
Siddiq, F., Olofsson, A.D., Lindberg, J.O. and Tomczyk, L. (2024), “Special issue: What will be the new normal? Digital competence and 21st-century skills: critical and emergent issues in education”, Education and Information Technologies, Vol. 29 No. 6, pp. 7697–7705, doi: 10.1007/s10639-023-12067-y.
Somekh, B. and Zeichner, K. (2009), “Action research for educational reform: remodelling action research theories and practices in local contexts”, Educational Action Research, Vol. 17 No. 1, pp. 5–21, doi: 10.1080/09650790802667402.
Sosa, R. (2019), “Accretion theory of ideation: evaluation regimes for ideation stages”, Design Science, Vol. 5, p. e23, doi: 10.1017/dsj.2019.22.
Swatman, P.M.C., Krueger, C. and van der Beek, K. (2006), “The changing digital content landscape”, Internet Research, Vol. 16 No. 1, pp. 53–80, doi: 10.1108/10662240610642541.
Syahid, A.A., Herry Hernawan, A. and Dewi, L. (2023), “SMART for the Improvement of Primary School Teachers’ Digital Competence in the 21st Century: An Action Research Study”, International Journal of Learning, Teaching and Educational Research, Vol. 22 No. 3, pp. 448–469, doi: 10.26803/ijlter.22.3.27.
Tang, J., Chen, S. and Bakhir, N.M. (2023), “Blended teaching mode innovation of film and television creative course based on semantic wave theory”, Education and Information Technologies, Springer US, Vol. 29 No. 3, pp. 3681–3698, doi: 10.1007/s10639-023-11962-8.
Tantiyaswasdikul, K. (2024), “Design thinking for innovation in sustainable built environments: a systematic literature review”, Smart and Sustainable Built Environment, Vol. 13 No. 3, pp. 677–710, doi: 10.1108/SASBE-01-2023-0023.
Teng, P.-S., Cai, D. and Yu, T.-K. (2014), “The relationship between individual characteristics and ideation behavior: an empirical study of storyboards”, International Journal of Technology and Design Education, Vol. 24 No. 4, pp. 459–471, doi: 10.1007/s10798-014-9264-1.
Tonkinwise, C. (2011), “A taste for practices: Unrepressing style in design thinking”, Design Studies, Elsevier Ltd, Vol. 32 No. 6, pp. 533–545, doi: 10.1016/j.destud.2011.07.001.
Ursu, M.F., Thomas, M., Kegel, I., Williams, D., Tuomola, M., Lindstedt, I., Wright, T., et al. (2008), “Interactive TV narratives: Opportunities, progress, and challenges”, ACM Transactions on Multimedia Computing, Communications and Applications, Vol. 4 No. 4, pp. 1–39, doi: 10.1145/1412196.1412198.
Villari, B. (2023), “Action Research Approach in Design Research”, in Rodgers, P.A. and Yee, J. (Eds.), The Routledge Companion to Design Research, 2nd ed., Routledge, London, pp. 269–284, doi: 10.4324/9781003182443-25.
Waldfogel, J. (2016), “Cinematic Explosion: New Products, Unpredictabilty and Realized Quality in the Digital Era”, Journal of Industrial Economics, Vol. 64 No. 4, pp. 755–772, doi: 10.1111/joie.12117.
Wang, Z., Wang, X. and Chen, H. (2023), “Ways to Cultivate Innovative Thinking in Film and Television Directors in the New Media Environment”, Academic Journal of Humanities & Social Sciences, Vol. 6 No. 23, pp. 118–123, doi: 10.25236/AJHSS.2023.062319.
Wille, J.I. (2015), “Shaping Dreams: Design Ideas and Design Fiction in Movie and Television Production Design”, Artifact, Vol. 3 No. 4, p. 9, doi: 10.14434/artifact.v3i4.12812.
Winarsih, T., Anas, M. and Forijati. (2024), “Implementation of the Project Based Learning Model Assisted with Social Media Marketing to Improve Student Learning Outcomes in Creative Product and Entrepreneurship Subjects”, Necent : Nusantara Economics and Entrepreneurships Journals, Vol. 2 No. 3, pp. 174–182, doi: 10.59971/necent.v2i2.47.
Wu, H.-Y. and Callaghan, V. (2016), “From Imagination to Innovation: A Creative Development Process”, in Novais, P. and Konomi, S. (Eds.), Intelligent Environments, IOS Press, New York, pp. 115–124, doi: 10.3233/978-1-61499-690-3-514.
Wu, P.-F. (2016), “The design ideation process of character animation story”, 11th EAD Conference Proceedings: The Value of Design Research, Paris Descartes University, France, doi: 10.7190/ead/2015/139.
Young, C. and Rasinski, T. V. (2013), “Student‐Produced Movies as a Medium for Literacy Development”, The Reading Teacher, Vol. 66 No. 8, pp. 670–675, doi: 10.1002/trtr.1175.
Zhang, J. (2024), “Analysis on the Production and Dissemination Mode of Film and Television Content in The New Media Era”, International Journal of Education and Humanities, Vol. 14 No. 1, pp. 123–125, doi: 10.54097/tejmzy03.
Zhu, L., Sun, D., Luo, M., Liu, W. and Xue, S. (2024), “Investigating Pre-Service Science Teachers’ Design Performance in Laboratory Class: The Inquiry-Based Design Thinking Approach”, Journal of Science Education and Technology, Springer Netherlands, Vol. 33 No. 1, pp. 30–44, doi: 10.1007/s10956-023-10050-3.
Zidulka, A.D. (2017), Creative Problem Solving (CPS) in Practice: A Case Study, University of Calgary, doi: 10.11575/PRISM/25483.
Ziemsen, E. (2017), Developing a Learning Model for Teaching FIlm Production Online, UNIVERSITY OF BRITISH COLUMBIA.
Published on 19/11/24
Submitted on 11/11/24
Licence: CC BY-NC-SA license
Are you one of the authors of this document?