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Advances in Social Sciences Research Journal – Vol. 11, No. 10

Publication Date: October 25, 2024

DOI:10.14738/assrj.1110.17696.

Zainal, S., Yusoff, R. C. M., Abas, H., Ibrahim, R., & Ab. Rahim, N. Z. (2024). The Use of Design Thinking in the Development of IoT

Projects. Advances in Social Sciences Research Journal, 11(10). 121-131.

Services for Science and Education – United Kingdom

The Use of Design Thinking in the Development of IoT Projects

Salbiah Zainal

Razak Faculty of Technology and Informatics,

Universiti Teknologi Malaysia, Kuala Lumpur, Malaysia

Rasimah Che Mohd Yusoff

Razak Faculty of Technology and Informatics,

Universiti Teknologi Malaysia, Kuala Lumpur, Malaysia

Hafiza Abas

Razak Faculty of Technology and Informatics,

Universiti Teknologi Malaysia, Kuala Lumpur, Malaysia

Roslina Ibrahim

Razak Faculty of Technology and Informatics,

Universiti Teknologi Malaysia, Kuala Lumpur, Malaysia

Nor Zairah Ab. Rahim

Razak Faculty of Technology and Informatics,

Universiti Teknologi Malaysia, Kuala Lumpur, Malaysia

ABSTRACT

One of the difficulties in the teaching and learning of the Internet of Things (IoT) is

the lack of exposure to IoT concepts and inadequate teaching methods and tools.

The use of Design Thinking (DT) when developing IoT projects can promote

solution-based thinking and enhance creativity in problem-solving. The process of

DT involves five phases: Empathize, Define, Ideate, Prototype, and Test. The

objective of this study was to evaluate the DT tools and process for developing IoT

projects. This study involved 22 Information Technology undergraduate students.

The Define Problem Statement template, POV template, User Feedback, and Affinity

Diagram were among the DT tools introduced to the students. Using a survey form,

each student assessed the efficacy of the DT tool and process. Student feedback

revealed that the DT process and tools significantly enhanced their understanding

of IoT projects. An expert assessment using a DT rubric was also carried out by a

lecturer having a master’s degree in information and technology to assess students’

performance using five criteria. Students need to do two rounds of Affinity Diagram

activity. The DT rubric results show students’ average scores increased from 2.52

to 3.48, indicating an improvement in students’ IoT project development using DT.

Keywords: Design thinking, IoT project, Empathize, Define, Ideate, Prototype, Test.

INTRODUCTION

The era of digitization is being ushered in by the Fourth Industrial Revolution (4IR), which

spreads through almost every facet of contemporary life. It is projected that by 2030, the

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Advances in Social Sciences Research Journal (ASSRJ) Vol. 11, Issue 10, October-2024

Services for Science and Education – United Kingdom

introduction of 4IR will boost productivity in all sectors by thirty percent. The 4IR introduction

will lead to more skilled labor, more high-value goods, and better services in the future.

Young people are the backbone of a country. They are vital to the process of building a nation

since they are the asset of the next generation [1] [15]. To prepare a highly skilled workforce,

it is imperative that the youths are instilled with the desired skills. Youths are different from

the older generations in terms of their traits and abilities. Past research has shown that they

are more receptive to innovative and creative technologies. They have a higher motivation to

use the internet and greater proficiency with digital devices [10]. Since they had more exposure

to Internet of Things (IoT) devices than the older generations, they are more familiar with the

technology and more driven to embrace it [13]. Alqahtani et al. (2024) conducted a survey

targeting students to explore the factors that influence their willingness to adopt Internet of

Things (IoT) technologies and to identify key determinants that affect students' attitudes and

intentions towards the integration of IoT in their academic and professional contexts [26].

The teaching and learning of Programming for IoT can be tough. When teaching students, the

basics of programming and developing their programming skills to tackle real-world situations,

lecturers often face challenges and setbacks [2]. Students sometimes find it difficult to

transform their ideas for addressing problems into executable code and to comprehend and

visualize the logical flow of programs. Utilization of interactive activities, visual programming

tools, and real-world examples that complement the interests and experiences of students can

help lecturers to overcome these problems [3].

Programming abilities comprise a variety of elements, such as creating algorithms, debugging

code, comprehending grammar, analyzing requirements, and using the program development

environment [5] [11]. To program computers at an advanced level, one must possess some

fundamental abilities. Students should progressively learn the fundamental grammar,

structure, and style of a programming language [20].

Students’ final-year projects centered around the Internet of Things (IoT) offer students

opportunities to explore a broad spectrum of applications and technologies. The projects might

involve developing smart architecture systems, which integrate IoT to enhance building

efficiency and functionality. Students could also focus on home automation systems by utilizing

IoT to create interconnected devices that improve household convenience and energy

management. Additionally, environmental monitoring projects could leverage IoT to track and

analyze environmental conditions, contributing to sustainability efforts and data-driven

decision-making. Such projects not only demonstrate technical proficiency but also address

real-world challenges through innovative technological solutions [5].

Among the challenges in developing IoT systems are the limited exposure to IoT concepts and

the lack of appropriate methods and tools for learning IoT. Design Thinking (DT) provides a

human-centered approach to education that emphasizes the needs and experiences of learners.

By incorporating DT principles, educators can craft more engaging and impactful learning

experiences that empower students to thrive in a constantly evolving world [9]. Therefore, the

purpose of this research is to assess the effectiveness of DT tools and processes in developing

IoT projects among students.

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Zainal, S., Yusoff, R. C. M., Abas, H., Ibrahim, R., & Ab. Rahim, N. Z. (2024). The Use of Design Thinking in the Development of IoT Projects. Advances

in Social Sciences Research Journal, 11(10). 121-131.

URL: http://dx.doi.org/10.14738/assrj.1110.17696

LITERATURE REVIEW

Design Thinking in Education

Design Thinking (DT) is a systematic and innovative method for problem-solving that can be

applied across various disciplines through a user-centered approach [25]. In the DT process,

students work on targets that must be clearly defined and address unstructured problems

without predefined solutions. The effectiveness of DT in imparting 21st-century skills and

attributes to students underscores its educational value in solving design problems [8] [22].

The DT methodology is grounded in principles, such as empathizing to comprehend user needs,

defining the needs, conducting trials, prototyping, obtaining user feedback, refining the process,

and expressing ideas creatively through more than just words and symbols. Several studies

have explored the use of DT in learning programming and developing IoT projects [5] [16] [21]

[22] [23].

Design Thinking Process

Design Thinking is a non-linear, iterative methodology employed by teams to understand users,

question the assumptions, redefine problems, and develop innovative solutions for prototyping

and testing [6]. It is particularly effective for addressing ill-defined or ambiguous problems [2].

DT comprises five phases: Empathize, Define, Ideate, Prototype, and Test, as shown in Figure 1.

Figure 1: Design Thinking Process

1. Empathize: Promotes comprehension of users' needs and viewpoints. In the realm of

programming education, this might entail acquiring an understanding of the difficulties

and obstacles that learners encounter while attempting to understand programming

concepts.

2. Define: Articulate and develop the learning objectives and goals related to

programming or educational materials. It is essential to delineate the problem in

accordance with the interests and needs of the participants in the program.

3. Ideate: Foster creative problem-solving during the development of programming

exercises, projects, and assignments to generate three optimal solutions from which one

can be selected.

4. Prototype: Construct a sample of the chosen solution to address the identified problem.

Prototypes can be initially sketched using tools such as flashcards.

5. Test: Evaluate the proposed solutions by testing them and presenting the prototypes to

users to gather feedback. Based on whether the problem is resolved or not, the stages of

problem definition, design, and prototyping may be revisited and revised.