Professional Documents
Culture Documents
1 AOTA CEU
(one contact hour and
1.25 NBCOT PDU).
See page CE-7 for details.
their physical and emotional needs, how they think about WHY DESIGN?
the world, and what is meaningful to them” (Hasso Plattner In the past decade, there has been an increasing aware-
Institute of Design at Stanford, n.d., p. 2). Similar to DT’s ness within occupational therapy education and practice of
process of ideate, prototype, and test, occupational therapy the importance of and need for effective design (Sanders &
intervention requires a “dynamic interrelationship … where Stappers, 2012). To augment the skills of the occupational
evaluation and intervention planning continue throughout therapy student and future clinician, IPE design experiences
the implementation process,” and the occupational therapist’s with design students and/or professionals can be used to
clinical reasoning is applied to deliver skilled intervention introduce new ideas and approaches that may help to address
with targeted outcomes (AOTA, 2014, p. S15). The three-step limitations during occupational performance that negatively
process (for DT: ideate, prototype, test; for OT: evaluation, affect participation for individuals and populations (Camp-
intervention, outcomes) is repeated, with insights from each bell, 2012; De Couvreur et al., 2012). Collaborations may
“test” or “intervention” being funneled back into the next include working with graphic designers to promote health
phase of “ideate” or “evaluate” until a final solution is reached literacy and improve user accessibility for mobile apps and
in anticipation of the client’s discharge or the completion of wayfinding signage systems, consulting with building and
a design project. Both processes are similar in that they allow landscape architects to develop accessible home modifica-
the designer or the clinician to work in unison, from under- tions, teaming with fashion designers to develop effective
standing to action. clothing modifications, and partnering with industrial
In specific terms, as outlined in the Framework, the designers to develop tools and objects that can be used
occupational therapy process consistently uses the previously within the built environment (McDonagh, Thomas, Khuri,
mentioned DT principles effectively by (1) applying empathy Sears, & Peña-Mora, 2011). Practically speaking, occupa-
via therapeutic use of self within “client-centered delivery of tional therapists are frequent “end users” of medical innova-
occupational therapy services” (AOTA, 2014, p. S12); (2) col- tion products that are ultimately marketed to clients (Silver,
laborating with the client during evaluation and treatment to Binder, Zubcevik, & Zafonte, 2016). Any lack of occupational
“allow clients more control in decision making and problem therapy involvement in the beginning design stages of those
solving” (AOTA, 2014, p. S12); (3) developing custom plans products may unduly lead to ineffective solutions that are
of care through collaboration with other health professionals, produced but rarely used by clients, further limiting occupa-
including physical therapists, speech-language pathologists, tional engagement and performance (Campbell, 2011; Nasar
licensed clinical social workers, registered nurses, and physi- & Elmer, 2016).
cians, via direct and indirect service delivery models (AOTA, Within the past 2 years, design has explicitly emerged
2014); and (4) constructing prototypes during intervention as a potential area of enhanced focus within the various
via interactive clinical reasoning skills. These prototypes are domains of occupational therapy practice. Bhakta et al.
then (5) tested in real time and result in feedback incor- (2017) described collaboration between occupational therapy
porated into successive iterations as “intervention review” students and fashion design students at Washington Univer-
(AOTA, 2014, p. S15). sity. Elsewhere, De Couvreur et al. (2012) spoke of emerging
Because of the naturally occurring alignment in these design collaborations occurring among occupational thera-
processes, occupational therapy, as a health care profession, pists, caregivers, and individuals with disabilities to co-con-
is primed to take advantage of the recent interest in DT struct adaptive devices used within community-based health
occurring across health care (Reeves et al., 2016). In occu- care projects. Silverman, Bartley, Cohn, Kanics, and Walsh
pational therapy, clients are often observed interacting with (2012) described collaborations to improve inclusion and
tools and objects located in their contexts and environments; participation for individuals experiencing a variety of disabil-
the occupational therapist considers client factors, perfor- ities at museums in Boston, Philadelphia, and Chicago. Other
mance skills, and performance patterns, and analyzes where reported design experiences have included engineering and
occupational participation appears functional or affected, occupational therapy students (Waite, 2014), an occupational
including how tools and objects are used (De Couvreur et therapist developing toys and games (Waite, 2016), and
al., 2012; Sanders & Stappers, 2012). Data collection occurs individuals with spinal cord injuries helping design rehabili-
throughout the occupational therapy process; therapists tation solutions (Campbell, 2012).
compile data, use insights based on clinical reasoning, and
combine it with feedback from their clients to craft evi- INCORPORATING DESIGN INTO CLINICAL EDUCATION
dence-based effective care plans that allow them to create According to AOTA’s Vision 2025, occupational thera-
appropriate adaptations and measure efficacy of outcomes pists need to be effective, collaborative, accessible lead-
while promoting clients’ well-being and participation (DePoy ers, specifically by being “influential in changing policies,
& Gitlin, 2016). environments, and complex systems” (AOTA, 2017, p.
7103420010p1). To this end, incorporating creativity into frame complex situations and to aid in developing interven-
clinical education and encouraging practitioners to use it tions (Schell, Gillen, & Scaffa, 2014). Even with this broadly
regularly can have a positive effect in that the “more light applicable foundation and approach, much of occupational
we shed on creativity, the more therapists will use it, the therapy’s work remains geared toward rehabilitation services
more success they will have with it, and the more they will under traditional service models (Hildenbrand & Lamb,
enjoy it” (Schmid, 2004, p. 87). Pragmatically, creativity 2013). Originally advocated for as part of the Centennial
is required to help future health care professionals shape a Vision a decade ago, several “emerging areas of occupational
“well-defined and recognizable practice framework for the practice” were outlined (Baum & Christiansen, 2006) and
broad-scaled integration of more creative, interdisciplinary, continue to maintain relevance today, including extending
and human-centered approaches to health care management, our reach into ergonomic design and accessibility consulta-
innovation, and practice” (Roberts et al., 2016, p. 11). As tion for home modification; helping develop safe, effective
creativity is applied, a positive feedback loop is created, as assisted-living communities; and using assistive-device
innovation skills are gained by health care professionals and design to support individuals and populations to promote
implemented in practice (Steen, 2013). By recognizing occu- participation, health, and wellness.
pational therapy’s creative foundation, bringing it to bear on “Similar to the philosophy of occupational therapy
the opportunities of today, and working across interprofes- practice,” experiential learning activities promote “learning
sional disciplines, the profession stands to actively shape the by doing,” in which students apply knowledge gained in
future of health care (McDonagh & Thomas, 2013). the classroom to the needs of communities and individuals
One of the best places to initiate this change is within the (Knecht-Sabres, 2013, p. 25). Simply defined, experiential
educational system that trains the next generation of practi- learning “is a process through which a learner constructs
tioners. Many medical and health care programs are already knowledge, develops skills, and gains value from one’s
engaging in DT-based IPE design experiences to help their experience” (Knecht-Sabres, 2013, p. 25). DT emphasizes
future clinicians prepare to navigate the changing health collaboration; creativity; discovery; and iterative exploration,
care landscape awaiting them (Cahn et al., 2016; Reeves et including prototyping, testing, feedback, and refinement.
al., 2016; Roberts et al., 2016; Van de Grift & Kroeze, 2016). Like experiential learning, DT is a hands-on, experiential
Future occupational therapists would greatly benefit from process that generates ideas through action (Sanders & Stap-
consistent participation in design-centric IPE experiences to pers, 2012; Steen 2013). As Knecht-Sabres (2013) illustrated
fully enhance the profession’s marketability and diversity in in her research on experiential learning within an occupa-
today’s rapidly evolving health care environment (Steen, 2013) tional therapy program, this method of education enhances a
and contribute to achieving Vision 2025. Occupational therapy student’s understanding and application of content, increases
practitioners are well positioned to be key players within professional skills and attributes, and works to increase
DT-based IPE design experiences, as the profession inherently clinical reasoning. Students in her study noted a desire for
possesses distinct skills directed toward enhancing occupa- more experiential learning throughout their programs and
tional performance, particularly around client factors; perfor- a belief that experiential learning provided an opportunity
mance skills and patterns; and habits, routines, and roles in to “‘bridge the gap’ between academia and clinical practice”
various contexts and environments as noted by the language in (Knecht-Sabres, 2013, p. 32). Following from the similarities
our Framework (AOTA, 2014). in approach, benefits of incorporation, and stated student
desires, using a DT-focused, experience-based educational
USING DT WITH EMERGING AREAS OF OT PRACTICE process within an occupational therapy curriculum via
Clients living with illness or disability often are required to devices such as the Design Thinking for Educators Toolkit
navigate complex, disjointed, dynamic systems to address may provide instructors with a new tool that can be used
their everyday needs, while simultaneously being presented to provide effective, first-hand learning experiences. With
with limited access to functional objects and tools within such experiences, students gain the skills and attributes to
their physical environment to complete desired tasks, nega- transition from educational experiences to occupational ther-
tively affecting their ability to engage in meaningful occu- apy and designer positions within traditional and emerging
pations (Dahler, Rasmussen, & Anderson, 2016; Lee, Han, practice settings (IDEO, 2013).
Kim, & Bang, 2015). Client-centered theoretical models,
such as Person-Environment-Occupation, Person-Environ- DESIGN LEARNING EXPERIENCES IN THE EDUCATIONAL PROCESS
ment-Occupation-Performance, and the Ecology of Human According to Silver et al. (2016), hackathons are an example
Performance, coupled with activity and occupational analysis of a multidisciplinary design process that traditionally “bring
and skilled observation (hallmarks of the profession), are together stakeholders in the early design phase … to identify
taught to and used by occupational therapy practitioners to the most urgent or important clinical needs and create
new products, systems, services, datasets, and tools that EDUCATIONAL COLLABORATIONS BETWEEN OT AND DESIGN
will improve health care delivery.” In recent years, medical Using innovative methods to implement IPE design experi-
schools have increasingly applied hackathon formats using ences that use DT within curricula and implementing cli-
DT within their programs to help students learn to think ent-centered design programs benefit all learners, including
more creatively and empathically (Thomas & McDonagh, those within the design and occupational therapy professions.
2013). Through using the DT methodology within an inter- For example, ACOTE standard B5.9 requires occupational
disciplinary setting, these events are creative opportunities therapy students to “evaluate and adapt processes or envi-
for occupational therapy students to engage in experiential ronments by applying ergonomic principles and principles
learning. Unlike occupational therapists, designers are tradi- of environmental modification” (ACOTE, 2012, p. 24), and
tionally taught human factors and anthropometrics but are B5.10 notes the need for students to “articulate principles of
not well-versed in musculoskeletal performance occurring and be able to design, fabricate, apply, fit, and train in assistive
within disability or illness (Donati & Vignoli, 2015; Saurus technologies and devices used to enhance occupational per-
& Rebola, 2012). Many other health care professionals are formance and foster participation and well-being” (ACOTE,
also not trained in how to comprehensively analyze a client’s 2012, p. 24). To address these standards, many occupational
performance skills and patterns within various environments therapy curricula use interactive labs that facilitate students’
and contexts; however, current occupational therapy educa- application of universal design principles to adapt objects,
tion addresses several of these domains through Accredita- tools, and toys within the personalized environmental spaces
tion Council for Occupational Therapy Education (ACOTE®; in which clients function. Solutions developed in these labs
2012) B standards, making occupational therapy an asset on are functional and usable, but they can be limited in innova-
design teams. tion, aesthetics, and refinement. Specifically, occupational
Using DT and engagement in IPE design experiences therapists learn how to fabricate (“hack”) objects and tools
and hackathons can expand occupational therapy student for individual client use; however, these final products are
and faculty thinking beyond current occupational ther- not intended to be professionally manufactured or marketed
apy models (Reeves et al., 2016). IPE design experiences for larger populations that may ultimately benefit from use.
involving occupational therapy and design professionals can Merging occupational therapy students’ training in evaluation
help create a deeper understanding of specific human needs and intervention principles with design students’ creative
and may yield innovative, client-centered solutions with processes and understanding of materials can build a deeper
universal application. People with diverse skill sets working understanding of specific human needs and yield state-of-the-
together in teams improve end products and increase func- art, client-centered tool and object solutions with potentially
tion and participation for individuals living with disability universal application that may be useful beyond the individual
(Campbell, 2012; Silver et al., 2016). Inherent in both the experience (Sanders & Stappers, 2012; Thomas & McDonagh,
DT and occupational therapy processes is an iterative cycle 2013). Using appropriate and measurable outcomes during IPE
that encourages the designer or therapist to create and test design experiences can allow educators to capture collabora-
new ideas and create successive solutions, with each attempt tive IPE effectiveness at the student, client, and interprofes-
coming closer to the desired outcome (Brown, 2008). The sional levels.
main difference between the processes is that for DT, the
need for these iterations is made explicit from the outset, INCORPORATING DT INTO OT CURRICULA: ASSIGNMENT
with failure seen as a natural and inevitable part of the pro- SAMPLES
cess. As the founder of the design firm IDEO and one of the Since 2013, Thomas Jefferson University’s Occupational Ther-
creators of DT, David Kelley, often says, “Fail faster, succeed apy Department has engaged in interprofessional, DT-based,
sooner” (Manzo, 2008). Teaching occupational therapy stu- small-scale design hackathons, incorporating 2- to 3-week toy
dents to apply DT within the occupational therapy process and game and playground design problems based on fictional
can help them learn the value of experiencing these early case stories. A larger, semester-long independent study elec-
failures for building the resilience and grit, understanding, tive is provided for team partnerships for clients with disabil-
and complex clinical reasoning skills necessary for effective ities. Additional design-focused health care work has been
problem solving (Brown, 2008; Cahn et al., 2016). Using undertaken in a partnership among Philadelphia University,
IPE design experiences that use DT in occupational therapy the Sidney Kimmel Medical College of Thomas Jefferson Uni-
education can encourage students to engage in teamwork versity, and Thomas Jefferson University’s Occupational Ther-
and explore new solutions, stretching their thinking beyond apy Department. This coursework, which is partly sponsored
the traditional educational experiences occurring within by Comcast, aims to produce physical prototypes that address
their present curricula. the needs of clients and health care providers.
Example 1: Toy and Game Design Hackathon design. Teams comprised two industrial design students, two
In this brief, 3-week design program, 82 students total occupational therapy students, and one client experiencing a
were assigned to 12 teams, each of which was composed of physical and/or cognitive disability. Teams used an empathic
a ratio of up to seven occupational therapy students (sec- design framework. Occupational therapy students used
ond-year bachelor’s-to-master’s and first-year master’s) to structured interviews pre- and post-design with the Cana-
one industrial design student (undergraduate or graduate dian Occupational Performance Measure (COPM; Law et al.,
level). Teams were provided with a case story during week 2014) and iterative discussion coupled with environmental
1. They used large sheets of brown craft paper, permanent observational research within each client’s work or home
markers, and sticky notes for sketching purposes to come up environment to locate areas of occupation where participa-
with a concept. During week 2, “chunky monkey” (a type of tion was compromised. Occupational therapy students were
rough prototype design) production occurred at the indus- additionally required to locate one pre-existing self-report
trial design studio at a local university, and in week 3, teams assessment tool that demonstrates good reliability and valid-
presented their prototypes with accompanying PowerPoint ity and that could be used pre- and post-design to capture
presentations to their peers and instructors. Occupational client outcomes. With ongoing feedback from their client,
therapy students were required to complete a separate occupational therapy and industrial design students identi-
worksheet justifying their toy and game design in relation fied a specific design problem causing occupational dysfunc-
to developmental level, age appropriateness in relation to tion. Teams conducted research, sketched, brainstormed
play expectations, environments in which the toy and game ideas, created prototypes, and rendered multiple potential
could be used, and an explanation of the child’s needs and solutions for feedback and input from their client. Occu-
the rationale as to how the adaptation provided met those pational therapy students located applicable peer-reviewed
needs. Specific ACOTE B standards addressed by the expe- literature to further validate their team’s intervention design.
rience included B1.1, B1.2, B4.8, B5.1, B5.8, B5.9, and B5.10 Several physical prototypes created by each team were tested
(ACOTE, 2012). by their client during the semester. At the end of 10 weeks,
each team had developed a new product that was usable or
Example 2: Playground Design Assignment potentially usable by their client to enhance participation.
The playground design activity occurred over a 2-week period Specific ACOTE B standards addressed by this elective
and engaged 80 occupational therapy students. During the included B1.1, B1.2, B4.1, B4.8, B5.1, B5.8, B5.9, B5.10, B6.2,
first week, two graduate-level industrial design students laid B6.3, and B9.3 (ACOTE, 2012).
the foundation for the charrette (a meeting by design team
members to agree on and finalize a design ) by presenting Example 4: Design and Health Care Course
a critical review of current playground systems, a survey of In this full-semester class, 10 industrial design students, 20
contemporary playground principles, and the effect of these medical students, and 3 bachelor’s-to-master’s occupational
factors on the development of play skills and social behav- therapy students learned about and created solutions for
ior. Occupational therapy students then toured four local client- and/or clinician-focused needs within a hospital setting.
playgrounds and public spaces with varied spatial configura- Because of the mixed backgrounds of the student cohort, at
tions, completing photographic documentation and detailed the start of the semester students received didactic content
observation logs. During week 2, the occupational therapy covering a wide range of topics, including the current health
students, in 20 groups with three to four members each, cre- care landscape, materials and processes used to physically create
ated hand-drawn schematic plans for a new playground to be hospital-grade equipment, and common conditions and medical
situated within an adjacent urban square. Through this work, equipment present in the hospital. Following this initial phase,
students were exposed to and needed to consider the effect of 11 mixed student groups were assigned to clinical mentors
large spatial and contextual factors and the realities of working located throughout the medical system (including, but not
within an urban environment while creating an inclusive and limited to, the emergency, surgical, oncology, and rehabilitation
engaging play environment for children of varying abilities. departments). Through several onsite observations, in-person
Specific ACOTE B standards addressed by the playground interviews with clinicians and clients, and successive rounds of
experience included B1.1, B1.2, B4.8, B5.1, B5.8, B5.9, and prototyping and testing, each group developed an original solu-
B5.10 (ACOTE, 2012). tion to an uncovered opportunity for improvement. Solutions
involved both developing physical objects as well as procedural
Example 3: Industrial Design Independent Study Elective changes to existing workflows. Specific ACOTE B standards
Second-year master’s students registered to participate in addressed by this elective included B1.1, B1.2, B4.1, B4.8, B5.1,
a semester-long immersion in industrial design product B5.8, B5.9, B5.10, B6.2, B6.3, and B9.3 (ACOTE, 2012).
3. Of the following, which Occupational Therapy Practice 8. When implementing DT-based IPE design partnerships,
Framework: Domain and Process, 3rd Edition process which of the following is least likely to be a barrier to
component is not readily used within DT methodology? collaboration?
A. Therapeutic use of self A. Delineating available collaboration time
B. Collaborating with other disciplines B. Meeting ACOTE B standards
C. Analyzing occupational performance C. Locating potential design partners
D. Applying clinical reasoning skills D. Procuring power tools
4. Occupational therapy students learn from the outset 9. In designing and creating solutions, what component
that the occupational profile and analysis of occu- does DT philosophy account for via the need for multiple
pational performance of clients during evaluation is iterations?
meant to be client-centered. In DT, these steps most A. Failure
closely correspond to the initial phase of: B. Learning
A. Prototyping C. Human factor analysis
B. Integrating D. Collaboration
C. Empathizing
D. Experimenting 10. Which of the following is least necessary to run a
successful DT-based IPE design experience?
5. An occupational therapy theoretical model that can A. Access to a range of disciplines
expand a team’s understanding of a client’s needs during B. Eager and engaged faculty
a DT-based IPE design experience is: C. Space for students to work on physical models
A. Model of Human Occupation D. Commercial grade tools and machinery
B. Biomechanical Model
C. Transtheoretical Model 11. Which is likely to be the most readily accessible option
D. Ecology of Human Performance Model for occupational therapy educators who want to support
DT-based IPE design experiences but whose college or
6. A “hackathon” occurring within a DT-based IPE design university does not offer design as a major?
experience is: A. Design an online course
A. An interprofessional collaboration currently occurring B. Join the Industrial Designers Society of America
within occupational therapy curricula C. Search for a local design firm to teach
B. An interdisciplinary team event to improve health care D. Locate design websites, blogs, and online publications
solutions in the early design phase
C. A clinical event that provides experience for occupation- 12. Educators can most efficiently measure and track
al therapy students to obtain design skills student outcomes pre- and post-DT-based IPE design
D. A DT team event limited to health care professionals to experience by:
create new products, systems, or services A. Holding focus groups for occupational therapy students
and designers
7. The following are benefits of incorporating DT-based IPE B. Having students administer the Canadian Occupational
design experiences into occupational therapy education Performance Measure tool to the client before and after
except: C. Deploying targeted electronic course evaluations
A. Exposing other health professionals and designers to the D. Conducting individualized student interviews
distinct value of occupational therapy
B. Providing students with new tools and techniques for use
in clinical practice
C. Evaluating students on their use of standardized assess-
ments in a clinical setting
D. Increasing the opportunities for experiential learning
within curricula