Design Thinking & Idea Lab Practice Flashcards

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Flashcards covering key definitions and concepts from the Design Thinking and Idea Lab Unit 1 & 2 Question Bank, including Kolb's learning styles, memory processes, and the stages of Design Thinking.

Last updated 9:13 AM on 4/29/26
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30 Terms

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Self-awareness

The ability to understand personal strengths and weaknesses, helping with decision-making and teamwork.

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Kolb’s Learning Styles

A model consisting of four styles: Divergers, Assimilators, Convergers, and Enhancers (note: Enhancers is listed as the exception in the text).

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Accommodator

A learning style that prefers doing experiments, trying new things, and taking risks.

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Memory Process

The three-step sequence of Encoding → Storage → Retrieval.

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Empathy

Understanding others’ feelings by putting yourself in their place to understand user needs and challenges.

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Empathize Stage

The first stage of Design Thinking focused on understanding users’ needs and problems through interaction.

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Define Stage

The stage of Design Thinking that involves finding the real problem and forming a clear problem statement.

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Ideate Stage

The stage involving generating many creative ideas without judging them and thinking "outside the box."

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Prototype

A simple sample or model of a solution used to convert ideas into tangible representations for testing.

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Test Stage

The stage where feedback is taken from real users to validate solutions and make refinements.

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External Self-awareness

The understanding of how other people perceive you.

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Internal Self-awareness

Knowing your own emotions, values, and reactions, such as realizing you get anxious before a presentation.

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Reflective Observation

A stage in Kolb’s learning cycle that involves thinking about what went right or wrong.

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Abstract Conceptualization

A stage in Kolb’s learning cycle focused on understanding the theory behind an activity.

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Active Experimentation

A stage in Kolb’s learning cycle involving learning by applying newly gained knowledge.

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Converger

A person who is good at problem-solving and find practical uses for ideas.

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Diverger

A person who learns best by reflecting, watching, and participating in group discussions to generate ideas.

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Retrieval

The process of recalling information from memory when it is needed.

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Association

A memory technique that involves connecting new information with old information.

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Emotional Intelligence

The practice of managing your own emotions and understanding the feelings of others.

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Human-centered Design

An approach that puts user needs at the center of the design process.

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Low-fidelity Prototype

A simple, low-cost model, such as a cardboard mockup, used to quickly test ideas.

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Lateral Thinking

Thinking "outside the box" by using both creativity and logic.

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Biomimicry

A method of invention inspired by nature, used to create products like Velcro.

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OrAnGe

A mnemonic used to explain the Define stage of the Design Thinking process.

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Divergent Thinking

A thinking process involving creativity and imagination to generate multiple possible solutions.

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Convergent Thinking

A thinking process focused on selecting, refining, and logically analyzing ideas to find a solution.

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Mind Mapping

A form of radiant thinking used for visualization and connecting information.

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Iterative Process

The non-linear nature of Design Thinking where testing and user behavior lead to repeated refinements and new ideas.

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Assimilating

A learning style that prefers reading, lectures, and working with theoretical models.