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Design Thinking Process Employed in Real-Life Design Studio Context: A Case Study from Sri Lanka
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. NSBM Green University, Sri Lanka.ORCID iD: 0000-0002-1337-4234
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.ORCID iD: 0000-0002-5150-9101
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.ORCID iD: 0000-0002-3166-1640
George Brown College, Canada.
Number of Authors: 42026 (English)In: Innovative Technologies and Learning: 8th International Conference, ICITL 2025, Oslo, Norway, August 5–7, 2025, Proceedings, Part II / [ed] Wei-Sheng Wang; Frode Eika Sandnes; Chin-Feng Lai; Tengel Aas Sandtrø; Yueh-Min Huang, Cham: Springer Nature, 2026, p. 66-75Conference paper, Published paper (Refereed)
Abstract [en]

The design studio is a unique environment typically situated at the center of design education. This study explores the transition from a conventional design studio to a real-life design context and examines the changes in the design process adopted by students in such a setting. For this study, 25 interior design undergraduates were included through a convenience sampling technique. The students were exposed to a real-life context where they could engage with contextual scenarios and collaborate with end users whom they encountered in a workplace setting. In the architectural design process, end users are the individuals who will benefit from the design once it has been constructed. The Manin Market in Peliyagoda, Sri Lanka, was selected as the real-life context for this study. Action research methodology was employed, with data collected through naturalistic observation, focus group interviews, and photographs. The data were analysed by using a six-phased thematic analysis. The findings reveal the emergence of the empathizing phase as a critical component, interwoven with all major design thinking phases. Additionally, the study identifies the use of information and communication technology (ICT) tools as essential mediums for design communication throughout the students’ design process in a real-life context.

Place, publisher, year, edition, pages
Cham: Springer Nature, 2026. p. 66-75
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 15914
Keywords [en]
design process, empathizing, end-user, ICT tools, real-life context
National Category
Design
Identifiers
URN: urn:nbn:se:su:diva-245443DOI: 10.1007/978-3-031-98197-5_8Scopus ID: 2-s2.0-105011983080ISBN: 978-3-031-98196-8 (print)ISBN: 978-3-031-98197-5 (electronic)OAI: oai:DiVA.org:su-245443DiVA, id: diva2:1989033
Conference
8th International Conference of Innovative Technologies and Learning (ICITL 2025), Oslo, Norway, August 5-7, 2025
Available from: 2025-08-14 Created: 2025-08-14 Last updated: 2025-11-21Bibliographically approved
In thesis
1. Transition from Conventional Design Studio Context to Real-Life Design Studio: Empathising Phase in Interior Design Education in Sri Lanka
Open this publication in new window or tab >>Transition from Conventional Design Studio Context to Real-Life Design Studio: Empathising Phase in Interior Design Education in Sri Lanka
2025 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

The design studio is central to architectural education, enabling collaborative learning guided by experts across areas such as space planning, interior design, ergonomics, and urban design. This study examined how the design thinking process manifested within the conventional design studio (CDS) and a real-life design studio (RLDS), with a focus on the empathizing phase and the role of ICT tools. A qualitative methodology based on constructivist grounded theory was used, supported by naturalistic observations and action research. This study explored design practices through a literature review, empirical studies on student collaboration in CDS, the influence of ICT tools on students' design thinking processes, and the manifestation of students' DT with the transition made to RLDS. 

Findings revealed that students have commenced their design thinking process by generating ideas, bypassing the empathizing and defining stages due to access to existing digital repositories through the ICT tools available. In contrast to that, in RLDS, with the interactions of the real user, students have empathized not only at the beginning of the DT process but also throughout all the major phases of the DT process. This iterative appearance of the empathizing phase has fostered deeper engagement, collaboration, and user-centered design.

The study concludes that RLDS fosters empathy through collaboration with real users, emphasizing the importance of integrating empathy-driven design practices into the design pedagogy for students to prepare themselves for complex real-world challenges. 

Place, publisher, year, edition, pages
Stockholm: Department of Computer and Systems Sciences, Stockholm University, 2025. p. 110
Series
Report Series / Department of Computer & Systems Sciences, ISSN 1101-8526 ; 26-002
Keywords
Conventional Design studio, Real-life Design studio, ICT tools, Design thinking process, Empathizing
National Category
Social Sciences Engineering and Technology Humanities and the Arts Computer and Information Sciences
Research subject
Information Society
Identifiers
urn:nbn:se:su:diva-249858 (URN)978-91-8107-452-9 (ISBN)978-91-8107-453-6 (ISBN)
Public defence
2026-01-15, Aula NOD, NOD-huset, Borgarfjordsgatan 12, Kista, 13:00 (English)
Opponent
Supervisors
Available from: 2025-12-18 Created: 2025-11-21 Last updated: 2025-12-09Bibliographically approved

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Hettithanthri, UpekshaHansen, PrebenFors, Uno

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