Alex Bruton, ICSB 2010 Distributed to delegates of Experiential Classroom XI 1 The Venture Design Studio: A Design Thinking Approach to Teaching and Learning for the Conception, Communication and Innovation of New Venture Concepts * By Alex Bruton It has been said in recent years that little evidence exists to show that the business planning process enables entrepreneurial learning. This paper advances a design thinking approach to teaching and learning for the conception, design, characterization, prototyping, testing, pitching and innovation of new venture concepts. The curricular approach and the associated scholarly inquiry project are described, as are the encouraging results obtained as we have begun implementing the so-called Venture Design Studio as part of our renewed and now cross-campus entrepreneurship offerings. This includes an approach to assessment that facilitates student-led learning, engages experienced entrepreneurs as “choreographers” and results in the design of new venture models that are both highly innovative and highly feasible. The number of used textbook stores and student-bars being proposed has been driven down in favour of significantly more ventures deemed to be highly scalable. Implications are discussed for the design of curricula that help students reach into and catalyze innovation within their local ecosystems. Introduction Educational Context and Challenges Calls are being made around the world for new approaches to education (Owen et al. 2006; Guntram 2007) on the premise that we are part of an information society characterized by: technology-savvy students who learn more by absorption and experience than by reading a * The author acknowledges the support of the Mount Royal Teaching and Learning Scholars program and the Bissett School of Business, and thanks his colleagues Stephen Kenny, Laurie Jensen, Carolyn Sterenberg, Vance Gough, Patti Derbyshire and Douglas MacDonald for their input and roles in teaching the Venture Design Studio the first time through. Alex Bruton (PhD) is an Assistant Professor and Teaching and Learning Scholar at the Bissett School of Business at Mount Royal University. He has academic, industrial and entrepreneurial experience, including roles in engineering, in product management, as an inventor, as co-founder of an Innovation Department, as a business consultant and most recently as VP Business Development for a technology start-up. He is a passionate teacher, has spoken to audiences up to 500 in size on over 40 occasions in six countries, and has led the development of a renewed entrepreneurship curriculum for delivery to students across Mount Royal. His research interests include innovation and the scholarship of teaching and learning for entrepreneurship. Address correspondence to: Alex Bruton, Bissett School of Business, Mount Royal University, 4825 Mount Royal Gate, SW, Calgary, AB, Canada, T3E 6K6. Tel: 403-440-8725. E-mail: [email protected].
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Alex Bruton, ICSB 2010 Distributed to delegates of Experiential Classroom XI 1
The Venture Design Studio: A Design Thinking Approach to
Teaching and Learning for the Conception, Communication
and Innovation of New Venture Concepts*
By Alex Bruton
It has been said in recent years that little evidence exists to show that the business planning
process enables entrepreneurial learning. This paper advances a design thinking approach to
teaching and learning for the conception, design, characterization, prototyping, testing, pitching
and innovation of new venture concepts. The curricular approach and the associated scholarly
inquiry project are described, as are the encouraging results obtained as we have begun
implementing the so-called Venture Design Studio as part of our renewed and now cross-campus
entrepreneurship offerings. This includes an approach to assessment that facilitates student-led
learning, engages experienced entrepreneurs as “choreographers” and results in the design of
new venture models that are both highly innovative and highly feasible. The number of used
textbook stores and student-bars being proposed has been driven down in favour of significantly
more ventures deemed to be highly scalable. Implications are discussed for the design of
curricula that help students reach into and catalyze innovation within their local ecosystems.
Introduction
Educational Context and Challenges
Calls are being made around the world for new approaches to education (Owen et al. 2006;
Guntram 2007) on the premise that we are part of an information society characterized by:
technology-savvy students who learn more by absorption and experience than by reading a
* The author acknowledges the support of the Mount Royal Teaching and Learning Scholars program and
the Bissett School of Business, and thanks his colleagues Stephen Kenny, Laurie Jensen, Carolyn
Sterenberg, Vance Gough, Patti Derbyshire and Douglas MacDonald for their input and roles in teaching
the Venture Design Studio the first time through.
Alex Bruton (PhD) is an Assistant Professor and Teaching and Learning Scholar at the Bissett School
of Business at Mount Royal University. He has academic, industrial and entrepreneurial experience,
including roles in engineering, in product management, as an inventor, as co-founder of an Innovation
Department, as a business consultant and most recently as VP Business Development for a technology
start-up. He is a passionate teacher, has spoken to audiences up to 500 in size on over 40 occasions in six
countries, and has led the development of a renewed entrepreneurship curriculum for delivery to students
across Mount Royal. His research interests include innovation and the scholarship of teaching and
learning for entrepreneurship.
Address correspondence to: Alex Bruton, Bissett School of Business, Mount Royal University, 4825
Mount Royal Gate, SW, Calgary, AB, Canada, T3E 6K6. Tel: 403-440-8725. E-mail:
Alex Bruton, ICSB 2010 Distributed to delegates of Experiential Classroom XI 2
training manual or attending a course (Brown 1999); a shift in the focus of creativity from
generating original content to the timely rip-mix-burn reshaping of existing content (Ito 2007);
increasing requirements for interdisciplinary work carried out by teams across functional and
institutional boundaries (Guntram 2007); new ways of perceiving and organizing knowledge in
society (Weinberger 2005) and in the educational sector (Cunningham and Duffy 2000); and new
forms of teacher and learner interaction enabled by innovative technologies and approaches to
copyright (Dillon and Bacon 2006). And it is frequently argued that Web 2.0 technologies are
causing a disruption in higher education much like those that took place or are taking place in the
music, newspaper, book and television industries (Christensen, Johnson and Horn 2008; Tapscott
and Williams 2010). In order to survive in the networked, global economy of the future,
universities are being told to embrace collaborative learning and collaborative knowledge
production (Tapscott and Williams 2010) and teachers are being encouraged to shift their
practices from the traditional teacher-centered transfer of subject-area-focused knowledge to the
development of resources and practices that teach students the skills required to learn,
collaborate and build knowledge on their own (Owen et al. 2006; Guntram 2007).
National and Regional Motivation
The Council of Canadian Academies (2009) has indicated that “Canada‟s poor performance
in respect of innovation is due to the prevalence of business strategies that do not emphasize
innovation as a key competitive tool,” and its president has said (Nicholson 2009) that “how to
teach this is perhaps the greatest challenge and opportunity facing educators in the 21st century.”
Alberta‟s Value Added and Commercialization Task Force recently recommended actions
(Martin 2007) for overcoming a reliance on commodity resources and assuming a leading role in
the global knowledge economy. Their report heavily informed today‟s Alberta Action Plan
Alex Bruton, ICSB 2010 Distributed to delegates of Experiential Classroom XI 3
(Government of Alberta 2010) and emphasized the roles that universities need to play in order to
create the "ideal training ground and launch pad for [the] new entrepreneurs who will help shape
Alberta's economic future and sustainable growth."
The Entrepreneurial Education Context
At a time when the field of entrepreneurship is debating and seeking its own legitimacy
(Katz 2008) and charting its path forward (Kuratko 2004) and when many researchers, such as
Kuratko (2004), Alberti, Sciascia and Poli (2004) and Pittaway and Cope (2007), are seeking to
better understand and advance the role of entrepreneurship education, we suggest that there is no
discipline in which the shifts described above are more relevant than in entrepreneurship. And as
those calls for change are being made, debate about and research into how to best teach
entrepreneurship continue to be wide-reaching and extensive (Alberti, Sciascia and Poli 2004;
Pittaway and Cope 2007) and there are questions as to whether the business school is the best
place to teach entrepreneurship (Gibb 2002; Kirby 2004). In addition, questions persist about the
appropriateness of traditional approaches to learning how to conceive of and start successful new
ventures. For example, despite the ubiquity of the business planning process in entrepreneurship
education (Honig 2004) and typically high levels of excitement about its use as a teaching
method (Roldan et al. 2005), little evidence exists that the business planning process helps
student entrepreneurs learn (Honig 2004) (even if it might have other benefits in a new venture
setting as suggested by Delmar and Shane (2003) and others).
This Study
Aim and Central Questions
This paper is written in direct response to the challenges outlined above. The main purposes
are: 1) to introduce the Venture Design Studio (VDS), a novel approach to teaching and learning
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for the conception, design, characterization, prototyping, testing, pitching and innovation of
highly innovative and highly feasible new venture concepts; and 2) to report on work taking
place in order to add a level of rigorous scholarly inquiry to what is happening in our classrooms
and at their interface with our regional entrepreneurial ecosystem. Since an early pilot of the
VDS took place in the September 2008 semester as part of our entrepreneurship curriculum
renewal project, we have felt that the approach may have advantages over a traditional textbook
or case-based course, business planning process and competition, and other modern approaches
to entrepreneurial teaching for similar learning outcomes. However, despite having had this
anecdotally-informed gut feel up to this point, we had not been able to rigorously describe what
happens when students learn in this way, to understand how exactly learning takes place in this
way, or to make an evidence-based claim about whether and in what ways the approach might be
better suited than other methods. The aim of the work being reported here is to take a step toward
answering these questions in a way that can be generalized for use by teachers, learners,
practitioners and researchers. The central questions at this stage of the research are:
1. How well does the concept of design thinking lend itself to teaching and learning for
new venture conception, communication and innovation?
2. What happens when people learn to conceive of, characterize, design, prototype, test,
pitch and innovate models of new ventures that are highly innovative and highly
feasible in an experiential, authentic and computer-supported design environment?
The Experiment, Data Sources and Methods Used
The VDS is an authentic and highly experiential 12 to 16-class activity that is iterative in
nature and makes up over half of a new first-year undergraduate course called The
Entrepreneurial Experience. Students from across campus work in teams of four (of their
Alex Bruton, ICSB 2010 Distributed to delegates of Experiential Classroom XI 5
choosing) to design, represent and pitch new venture concepts. As has been mentioned, their
objective is to develop a venture concept that is both very innovative and very feasible - a
combination they find out quickly is not easy to achieve. Every three classes they draw on
custom topic materials, submit and share their ventures through a collaborative web environment
(a customized wiki), do a videotaped elevator pitch in front of a panel of experienced
entrepreneurs, and assess their own performance. The whole experience builds to a final
competition at which students from each class go head to head and only four (of between 100
and 160) students have their submission crowned the venture with the highest potential value.
A wealth of data was collected for the study using the collaborative web environments
created by over 120 students in four classes. These include: student surveys; videotaped elevator
pitches and snapshots of their written work (available at each of four design iterations as learning
took place); and reflections and self-assessments (also available at each iteration).
The second of the above central questions is a “what is question” meaning that we seek to
more fully understand what is happening for students throughout the learning process (Hutchings
2000). Although the results of a quantitative survey are available, the methodology at this stage
of the research has involved more of a phenomenological approach (Creswell 2009) in which
qualitative methods are being used to describe and systematically analyze the student experience
and learning outcomes throughout the learning process.
Background
The Design Thinking Hype
It has been suggested in recent years that the process of innovation should be modeled on
the concept of design thinking (Dunne and Martin 2006; Brown 2008), and this has gained a lot
of attention in the popular press; whether business people read Fortune, BusinessWeek, the New
Alex Bruton, ICSB 2010 Distributed to delegates of Experiential Classroom XI 6
York Times or Fast Company, for example, they are being told that design thinking is the new
driver of innovation, a new competitive weapon, and a means of unlocking breakthrough ideas.
But despite this attention, the idea of applying design approaches to management remains largely
undeveloped (Dunne and Martin 2006), and a review of the academic literature yields a lack of
generalizable data-informed studies that can speak to how well design thinking works when
applied to the innovation process. In other words, other than the sometimes-recurring cases
described in the above-mentioned publications and popular press articles, it is not clear whether
and in what situations modeling the process of innovation on design thinking would improve an
individual or a firm‟s capacity to innovate. This conclusion has also been reached by Jahnke
(2009) who describes his forthcoming work which promises to provide some empirical evidence.
Having said all this, it behoves the forward-thinking business educator not to ignore the
hype until enough such evidence is available. After all, we have heard many times in many ways
that design boosts innovation. For example: strategic management, design management and
innovation management scholars have long suggested incorporating design early and throughout
many stages of management to increase and accelerate innovation (Kotler and Rath 1984; Borja
de Mozota 2003; Trott 2005; Chhatpar 2007); innovation scholars have urged innovators not to
ignore the design process (Verganti 2006; Utterback et al. 2006); and management scholars
advise us that design strengthens innovation generally, and leads to greater profits (Slywotzky et
al. 2002; Boland and Collopy 2004). And whether sufficient empirical evidence exists or not, it
is hard to expect our students or the entrepreneurs with whom they work to ignore the appeal of
the many books and journal articles being published today about the use of design thinking
techniques for achieving innovation (Beckman 2007; Johansson and Woodilla 2009; Martin
2009; Brown 2009).
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Design Thinking for Business Education in North America
Design and design thinking are the topics of several recent articles predicting or calling for a
shift in how business schools offer their services. For example, Cooperrider (2008) suggests that
“future business schools will look more like design schools – alive with design studios,
interdisciplinary teams, and rapid prototyping – where managers act as designers who recognize
disruptive, unexpected innovation opportunities.” And it is reported in Dunne and Martin (2006)
that Toronto‟s Rotman School of Management website says that “we are on the cusp of a design
revolution in business,” and as a result, “today‟s business people don‟t need to understand
designers better, they need to become designers.”
Despite these calls for change, design thinking is only evident today in a small number of
educational programs in North America, with only a few of them at the undergraduate level
(Weightman 2009). The following are cited as examples by Weightman (2009): the D-School at
Stanford University (cross-disciplinary course offerings including design thinking); the design
department at Carnegie Mellon University (undergraduate and graduate design programs with
links to the MBA in the business school); the Institute of Design at the Illinois Institute of
Technology (dual degree in design and MBA, as described further in Alexis and Hassan 2007);
the Segal Design Institute at North Western University (masters combined with MBA); and the
University of Toronto‟s Rotman School of Management (MBA stream). And although there are
few institutions offering design thinking at the program level, it should be noted that some
educators are looking at teaching design thinking at the course level in the fields of engineering
(Dym et al. 2005), information systems (Wang and Wang 2008), and business (Ungaretti et al.
2009).
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Design Thinking for Entrepreneurial Teaching and Learning
We are not aware of any prior work done to implement a design thinking approach to
teaching and learning within an entrepreneurship program, but it is important to note the work of
Duening (2008) in which a theoretical framework was advanced specific to the challenge of
developing curricula for teaching entrepreneurship. Based on the “five minds for the future”
approach of Gardner (2007), Duening proposed five “minds for the entrepreneurial future” meant
to provide an intellectual foundation for entrepreneurship education and curriculum
development. One of these was a so-called “designing mind,” for which the following curricular
approaches were recommended (Duening 2008):
Design thinking is inherently interdisciplinary and combinatory. Students should be
challenged to work on projects that require multiple perspectives to achieve acceptable
outcomes.
Designing requires relentless prototyping. Students should be taught to review their ideas
with trusted others for feedback that results in evolutionary and incremental
improvements in their original concepts.
The outcome of design is a narrative or story. Students should be encouraged to review
an entrepreneurial venture and develop a compelling story about it to share with others.
We also note the work of Jacoby and Rodriguez (2007) who share the belief “anyone
pursuing innovation, given the right training and mindset, can think of him or herself as a
designer.” It is with these comments and the work of Duening (2008) in mind that we set out in
early 2008 to implement a design thinking approach to teaching and learning for the conception,
communication and innovation of highly innovative and feasible new venture concepts.
Alex Bruton, ICSB 2010 Distributed to delegates of Experiential Classroom XI 9
Results: A Tour of the Venture Design Studio (VDS) Curricular Landscape
As described earlier, the VDS is an authentic and highly experiential 12 to 16-class activity
that is iterative in nature and makes up over half of a new first-year undergraduate course in
entrepreneurship. To introduce and fully describe the VDS in the sections that follow, we will
use the map of the curricular landscape that is shown in Figure 1. This map was proposed by
Bruton (2010a) to contain the essential elements that shape the design and intention of an
entrepreneurial curriculum, and to highlight the various domains of research and scholarly
inquiry important to a SoTLE project. It can also be thought of as a map that describes the
curricular landscape at the program, course and topic levels.
Why Does This Kind of Learning Need to Take Place (Figure 1a)?
As shown in Figure 1a, the first point on the map of the landscape prompts us to answer the
question of why the learning needs to take place at all. This was addressed early in our
curriculum development process (and in the Introduction to this article). Very broadly speaking,
the VDS was designed to help meet the needs and respond to the calls for change within higher
education and to the roles of entrepreneurship programs within our regional ecosystems and the
lives of our students. It provides an example of how collaborative learning and collaborative
knowledge production are being embraced at our university, as has been urged by Tapscott and
Williams (2010), and, as such, it has required of our teachers a shift in their practices from the
traditional teacher-centered transfer of subject-area-focused knowledge to the development of
resources and practices that teach students the skills required to learn, collaborate and build
knowledge on their own, as has been called for by Owen et al. (2006) and Guntram (2007). At
the regional economic level, the VDS contributes to meeting the demand for highly qualified
personnel within our regional innovation ecosystem; it is part of our ongoing and very deliberate
Alex Bruton, ICSB 2010 Distributed to delegates of Experiential Classroom XI 10
attempts to create the ideal training ground, launch pad and network into the ecosystem for the
new entrepreneurs who will help shape Alberta's economic future and sustainable growth, as
called for in Martin (2007) and Government of Alberta (2010). Generally from a scholarship
standpoint, the inquiry we are carrying out as part of the delivery of the VDS has been designed
to help meet the need for generalizable answers to questions about how to best teach
entrepreneurship, as called for in Kuratko (2004) for example. Specifically, we hope that this
work will help educators answer questions about how best to teach students to conceive of,
communicate and innovate highly innovative and highly feasible new ventures. The general need
for this can be found in many publications including those referred to in Kuratko (2004). Above
all else, we have been guided throughout our curriculum renewal process by a vision of
providing our students with the best, most relevant learning experience possible. It has been our
goal to design and create a curriculum that provides an intense, immersive and challenging
entrepreneurial learning experience like no other in North America during which students can
pursue their passions and gain experience relevant to their lives and careers. The VDS is a key
component of our plan to meet this vision.
Who Are Our Learners (Figure 1b)?
An articulation of an in-depth understanding of who your students are is the second point on
the landscape, shown in Figure 1b. Mount Royal University is an undergraduate university with
over 13,000 students and offers four-year degrees in disciplines such as arts, science and
technology, communication, business, health and community studies, and teaching and learning.
The course in which the VDS is offered is the first course in our new minor and it is available to
students in any discipline of study across campus as part of their General Education
requirements. As such, students going through the VDS have varied interests, backgrounds and
Alex Bruton, ICSB 2010 Distributed to delegates of Experiential Classroom XI 11
experiences, and may not have taken any previous course in business. Their average age is 20
years old and this is usually their first exposure to entrepreneurship.
c) WHAT is success?
[objectives = desired outcomes]
a) WHY learn it?
[purpose]
b) WHO learns?
[audience]
f) HOW WELL?
[assessment of outcomes]
d) WHAT will be learned?
[not just content]
e) HOW can I enable?
[not just pedagogies]
of learner (course/topic)
of teacher (course/topic)
self
peer
instructor
self
learner
peer
levels
core constructs
fundamental elements
ways of thinkingand practice
threshold concepts
troublesomeknowledge
types of knowledge learning theories
teaching and learningactivities (TLAs)
curriculum-level
course-level
self
learner
peer
metaphors of learning
offerings and structure
major
minor
course
topic/activity
topic/activity
course
declarative
procedural
conditional
functioningroles (learner, teacher)
approaches to learningcontent
topics
theories
concepts
principles
information
topic
course
program
institution
knowledge acquisition
knowledge participation
knowledge creation
proximal
distal
student performance
student learning
program performance
Figure 1: Map of the SoTLE Landscape (Bruton 2010a; adapted from O’Brien 2008 and Alberti et al. 2004)
Alex Bruton, ICSB 2010 Distributed to delegates of Experiential Classroom XI 12
What Defines Success – Learning Objectives (Figure 1c)?
As shown in Figure 1c, the learning objectives, or desired learning outcomes, are the next
stop on the landscape. Overall, the VDS aims to contribute to the course goal of providing
students with an authentic experience and a taste of what it is like to be an entrepreneur. The
specific student learning objectives for the VDS are:
1. To experience forming and working with an entrepreneurial team;
2. To collaboratively create new knowledge in the form of a prototype new venture
model;
3. To access appropriate internal and external value networks in order to test the
venture model and offering(s);
4. To present the outcomes of the earlier three objectives by communicating the value
of the underlying new venture concept in an elevator pitch;
5. To innovate the venture concept such that is judged to be both highly innovative and
highly feasible; and
6. To learn about themselves and their personal practices as entrepreneurs.
What Must Be Learned – Not Just Content (Figure 1d)?
As shown in Figure 1d, the fourth point on the curricular landscape has to do with defining
what will be learned. As discussed in O‟Brien (2008), it is important that this is not just limited
to defining content and, as proposed in Bruton (2010a), it is better if content definition is left
until last in favour of first considering the core constructs, types of knowledge and fundamental
elements being imparted to the students. This is done here for the VDS.
Core Constructs. To meet the objectives of the VDS outlined above, students must
tackle two core constructs: 1) what is the entrepreneurial business model as defined by Morris,
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Schindehutte and Allen (2005) and others referenced therein; and 2) how does one carry out
business model innovation as defined by Markides (2006) and Chan and Mauborgne (2005). In
other words, we are requiring that our students learn to conceive of, characterize, design,
prototype, test, pitch and innovate models of new ventures. We use the term venture model
throughout the activity (rather than business model, for example) to emphasize that students are
encouraged to do this for any type of new venture, including for and not-for profit ventures and
those within new and existing organizations. We distinguish this from the term venture concept
because we see the venture model as an articulation and prototype of a venture concept.
Types of Knowledge. A major element that sets the VDS curricular design apart is the
kind of knowledge the students need to master in order to achieve the objectives. We target
functioning knowledge, which is defined by Biggs (2003) as knowledge within the experience of
the learner that is based on a performed understanding. This is shown at the top of Figure 2 along
with the other types of knowledge he tells us our curricula might address. In other words, a
student cannot succeed in the VDS without the going through learning that takes place as one
actually designs and innovates a business model. As Biggs (2003) tells us, mastering this kind of
functioning knowledge also requires that the student goes through the learning required to
develop a solid foundation of knowledge about business models and their innovation (declarative
knowledge), to carry out the associated procedures or enact the required skills (procedural
knowledge), and to know when, why and under what conditions to use the other types of
knowledge (conditional knowledge). And so it becomes our job as designers of the curriculum to
provide an authentic learning environment in which the student can learn from experience and
gain all four types of knowledge about business models and their innovation.
Alex Bruton, ICSB 2010 Distributed to delegates of Experiential Classroom XI 14
Fundamental Elements. Speaking about ways of thinking and practice, O‟Brien (2008)
points out that it is generally accepted “across the academy that knowledge is itself a
construction of particular social and cultural communities (Berger and Luckmann 1967) and that
all such communities orient to the specific and shared aims, activities and ways of achieving
them that comprise and make distinctive that community (Wenger 1998).” The community of
entrepreneurs that our students join before and after graduation is most certainly no exception to
this. We have tried therefore to articulate and build into the VDS curriculum the relevant ways of
thinking and practice common to successful entrepreneurs. As they go through the VDS, we have
seen evidence of students adopting the following ways of thinking and practice for example:
thinking about challenges as opportunities to create value; seeing oneself as an agent of change;
accepting and even yearning for criticism; tolerating ambiguity; and being open to taking risk.
functioning
conditional
declarative procedural
knowledge about things,gained vicariously
knowledge of the steps, sequences and actions
knowledge about when, why and under what conditions to apply the declarative and procedural
knowledge within the learner’sexperience + performingyour understanding
Figure 2: Relationships between Different Types of Knowledge (after Biggs (2003))
According to O‟Brien (2008), threshold concepts are concepts that:
Represent fundamental ways of thinking and knowledge within the field;
Are transformative, in that learning about them changes the way students think about the
phenomena or area of application; and
Once understood open up a deeper level of thinking that in turn affords access to other
important concepts within the field.
Alex Bruton, ICSB 2010 Distributed to delegates of Experiential Classroom XI 15
Examples of threshold concepts we see evidence of students learning in the VDS include:
that a group is different from a team; that having “skin in the game” is usually a condition for
greater success; and that in the eyes of an investor one‟s experience and passion can be more
valuable than one‟s venture idea. Also according to O‟Brien (2008), troublesome knowledge is a
kind of transformative knowledge that “brings into view aspects of troublesomeness that are less
about difficult concepts and more to do with the challenges inherent within a change to one‟s
inner landscape, perspective and worldview (O‟Brien 2008; Perkins 2006).” In entrepreneurial
learning, threshold concepts and troublesome knowledge seem to have been addressed in the
context of learning from „critical events‟ that cause one to question previously taken-for-granted
beliefs and assumptions (Deakins and Freel 1998; Cope and Watts 2000; Cope 2003), and to
reframe one‟s understanding to create a shift in mindset (Applebaum and Goransson 1997). We
have made room for this type of learning in two ways in the VDS. First is through the nature of
the authentic and experiential curriculum design, outlined in more detail below. Second, as Cope
(2003) suggests, is through opportunities for critical self-reflection that have been built into the
learning process in order to encourage this sort of higher level of learning and capture it when it
occurs. We have seen evidence of students gaining troublesome knowledge in the VDS as a
result of: the breakup of an entrepreneurial team; seeing a good idea receive support because it
was pitched more convincingly than a great idea; recognizing and being tempted by the
perceived gains that would come from misrepresenting their work; and receiving conflicting
advice from two equally accomplished and well-respected entrepreneurs.
Content. Custom content was developed for the VDS in four areas of focus shown in
Table 1. Even though we require our students to get all the way up to a functioning
understanding of the core concepts (recall Figure 2), we have selected the content in Table 1 so
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as to favour breadth over depth; the idea in this first undergraduate course in entrepreneurship is
to provide just enough depth for them to innovate on a venture model while providing the
breadth required to be authentic to the experience.
Table 1: Topics, Content and Design Goals by Iteration of the Venture Design Studio
Iteration Design goal Topics and content
1 What value will you create and
for whom?
(factors related to the offering,
market and team fit)
Who‟s your target customer?
customers, buyers and users; pre-adoption use case;
want, need or “should” being met; individuals vs.
markets; size and trend
What‟s your economic offering?
commodity, good, service, experience; mixes of
offerings; features of your offering; related offering(s)
What‟s your value proposition?
benefits vs. features; costs; value; value proposition;
articulation using a value curve
Team, experience, specific knowledge and fit
team members; experience; general and specific
knowledge; team fit with proposed venture
2 As above +
How will you create the value?
(factors related to industry
structure and internally derived
competitive advantages)
Internal value chain
generic internal value chain; your internal chain;
what/whether to outsource
Key strategic resource(s)
resources and capabilities; valuable, rare, costly to
imitate, used by the organization; key strategic
resource(s)
Industry value chain
generic industry value chain; your place in the chain;
your specific value network
3 As above +
What is your competitive
strategy?
(factors related to competitive
landscape and strategic
position)
Types of competition and competitive landscape
direct competitors, substitutes, alternatives; your
competitive landscape;
Generic strategic position
broad, focused; your cost structure; low cost,
differentiated; your strategic position; same for
competitors
4 As above +
How sound is your economic
logic and look-ahead?
(factors related to economic
logic and the ask)
Economic logic
direct costs; burn rate; purchase price; bottom-up
sales forecast; breakeven; adjusting your venture
model
Look-ahead
what does first revenues look like; investment
required to get to first revenues; the ask
Alex Bruton, ICSB 2010 Distributed to delegates of Experiential Classroom XI 17
Naturally, this content gives rise to a number of topic-level learning objectives relating to the
declarative, procedural, conditional and functioning knowledge being gained. These, the full
content and all of the resources for the VDS can be accessed freely at Bruton (2010b).
How Do We Enable the Learning (Figure 1e)?
The section of the curricular landscape shown in Figure 1e speaks to how we enable the
learning that has been defined above. This includes clearly articulating the nature of the teaching
and learning activity itself, recognizing the roles that teachers and learners need to take to make
it happen, and identifying the dominant metaphors and theories of learning.
Structure and Nature of the Activity. It was at this point in the curriculum design that
we turned to the recent discussions about design thinking for innovation and began a process that
eventually yielded the Venture Design Studio framework shown in Figure 3. This studio-based
teaching and learning activity models the innovation process on the concept of design thinking as
proposed in (Dunne and Martin 2006; Brown 2008). As shown in Figure 3a, the Venture Design
Studio takes place over four iterations spread over a ten week period. Additional content and new
design goals are presented to the students at the start of each iteration (recall Table 1), along with
additional assessment criteria (to be discussed later). Each iteration is comprised of three
scheduled lecture hours, as shown in Figure 3c, and implements a curricular “design for
learning” for students graduating into today‟s global society and knowledge economy (Selander
2008). As shown in Figure 3b and c, this means that: 1) in the first class of an iteration the stage
is set, tasks are described and goals are clearly articulated; 2) between the first and third classes
the students go through a process of forming and transforming knowledge (referred to in class as
creative jamming) and representing their work in a collaborative website (custom wiki) that is
visible to the whole class; 3) during the third class they present their venture models in an
Alex Bruton, ICSB 2010 Distributed to delegates of Experiential Classroom XI 18
elevator pitch to a panel of external judges and, together with the judges, do some meta-
reflection on the product; and 4) shortly after the third class they do some personal reflection on
the learning process and their personal practice. As shown in Figure 3a, they also reflect on their
learning personal practice at the end of the course as part of a personal practice project.
CLASS 1:stage-setting
topic content and assessment criteria are posted
teams review ahead of time
introduction and examplesare shared
teams begin design work
teams review and continue design work
CLASS 2:jam
session
focused design work takes placeand deliverables are prepared: 1) the collaborative venture model; 2) the elevator pitch.
guidance and coaching is received
teams finalize their deliverables and prepare to pitch
CLASS 3:pitch
and reflect
teams pitch to judges and videotape
an “investment” round takes placeand the class reflects together
students complete their individual reflectionsand self-assessment
teacher assesses deliverables in full and posts results and videos of pitches for the entire class to see
iteration 1
iteration 2
iteration 3
iteration 4summativefeedback & evaluation
formativefeedback
first day of class
last day of class
stagesetting
STEPS IN THE LEARNING PROCESS
TIME LINEFOR THE COURSE
TIME LINEFOR EACH DESIGNITERATION
a) b) c)
other activities
personalpractice project
formativefeedback
formativefeedback
Figure 3: The Venture Design Studio Activity
This process for learning to conceive of, characterize, design, prototype, test, pitch and innovate
new venture models is true to the concept of design thinking which, as Brown (2008) tells us,
results in creative and innovative breakthroughs not just as a result of brilliant minds and
lightening strikes but as “the result of hard work augmented by a creative-human centered
discovery process and followed by iterative cycles of prototyping, testing and refining.” In that
Alex Bruton, ICSB 2010 Distributed to delegates of Experiential Classroom XI 19
spirit, we encourage and enable our students to: act as designers; follow passions; seek
inspiration; immerse themselves in and see the real world; brainstorm; look for patterns; seek
help, criticism and user input (especially in the prototype stages); embrace failure and start over
if necessary; and build their ideas iteratively.
Teachers’ and Learners’ Roles. As recommended by Selander (2008) the teacher is
required to intervene and facilitate throughout this type of learning process, clarifying concepts,
encouraging where possible, and highlighting signs of learning. We have observed top
performing student teams shift from positions 1 to 2 to 3 in Figure 4 for example; consistently,
top teams are involved in and direct their own learning. And teachers have had to do their part by
shifting their practices toward true facilitation, delegation and consultation to the process.
interested
involved
self-directed
dependent
authority,coach
motivator,guide
facilitator consultant,delegator
learners’roles
teachers’ roles
1
2
3
Figure 4: Roles Required of Teachers and Learners (after Grow 1991) in the Venture Design Studio
Theories and Metaphors of Learning. Figure 5 provides a sketch of the curricular context for
the VDS. It takes place in the first course, called The Entrepreneurial Experience, which is in
Phase 1 of the minor. As shown, we think of the learning taking place in that phase through the
lenses of the constructivism and social constructivism learning theories. Social constructivism is
Alex Bruton, ICSB 2010 Distributed to delegates of Experiential Classroom XI 20
a process of learning through working with others, whereby knowledge and meaning are
collaboratively constructed by team members (Marshall 1996; O‟Brien 2008). Because of the
nature of the design of the VDS, the teacher needs to think in these terms. Unlike many
approaches to teaching and learning entrepreneurship, which are based on knowledge-acquisition
and participation metaphors of learning, teachers in the VDS environment view learning more as
a process of knowledge creation for innovation as described in (Paavola and Hakkarainen 2005).
LEARNING OBJECTIVES
BY PHASE:
LEARNINGTHEORIES:
COURSES:
PHASE OF PROGRAM: Phase 1 Phase 2
innovation andcreativity
options
entrepreneurialexperience
student-directedproject courses
entrepreneurial toolset outcomes
personal mindset and brand outcomes
knowledge-creation capacity outcomes
network, team and communication outcomes
opportunity
modeling andstart-up
start-up tosurvival
growth
entrepreneurialconsulting
social constructivism
Phase 3
constructivism
Figure 5: A Sketch of the Curricular Context for the Venture Design Studio
Alex Bruton, ICSB 2010 Distributed to delegates of Experiential Classroom XI 21
We view the latter point as important because, unlike the acquisition and participation metaphors
which focus on adopting knowledge individually or in groups, the knowledge creation metaphor
of learning focuses on creating and developing new material and conceptual artifacts (such as
business models), and on conscious advancement, discovery and innovation (Paavola and
Hakkarainen 2005). This distinction is important given the nature of entrepreneurial learning and
its importance in today‟s knowledge-based economy and society.
How Well Has the Learning Taken Place – Assessment (Figure 1f)?
As shown in Figure 1f, the last stop on the curricular landscape speaks to how well the
learning has taken place. This includes assessment of learning outcomes and the products of the
learning.
Assessment. The assessment strategy for the VDS was very carefully designed using the
notion of constructive alignment. As described in Biggs (2003), this means that the learning
activities, the assessment methods, and the learning objectives are all consistent with and
supportive of each other. We have also taken care to ensure they are consistent with the ways of
thinking and practice of successful entrepreneurs. Constructive alignment is often a challenge to
achieve in entrepreneurship where it is not at all unheard of to find complete misalignment. For
example: a teacher lecturing on business planning (the learning activity) and the students
delivering a business plan (to be assessed), all with the hope that the student will be able to one
day start their own business (the actual learning objective). As such and in order to support the
learning objectives defined earlier, we defined the assessment schedule shown in Table 2.
Students are assessed at the end of each iteration in four different ways: 1) by their teacher
playing an advisory role; 2) by a panel of two to three experienced entrepreneurs playing the duel
role of potential investor and advisor; 3) by themselves as nascent entrepreneurs; and 4) by their
Alex Bruton, ICSB 2010 Distributed to delegates of Experiential Classroom XI 22
peers playing the role of shareholders. This provides them with a wealth of constructive and
formative feedback every iteration that is quite authentic to what a real entrepreneur would
receive over time. As shown in Figure 3 and Table 2, only the feedback from the last iteration is
used as a summative evaluation. We note that the students are not assessed directly on the quality
of their pitch. Rather, the elevator pitches are assessed in exactly the same way as the prototype
venture models (using the rubrics in Table 3 and Table 4 which are based loosely on the work of
Fiet and Patel (2006)). This has kept the focus of the pitch on the potential value of the venture
and how to communicate that value clearly and convincingly. Interestingly, it has not precluded
the teaching and learning of best practices in how to do an elevator pitch but, rather, has
encouraged the students to seek out those practices on their own, experiment with different
combinations that may be appropriate to their situation, and learn from each other.
All of this feedback is provided to the students at the end of every iteration through the same
collaborative website the students use to develop and submit their work. Because every team can
see the work submitted and feedback received by every other team, they learn from each other
between iterations.
Products of the Learning. Finally, we share what has turned out to be a very powerful
assessment-related tool for communicating with and motivating the students when providing
them with feedback. Because the rubrics in Table 3 and Table 4 have been designed to speak to
the innovativeness and feasibility of their venture concepts, respectively, it is possible to
determine the relative positions of their ventures in each of these dimensions. In turn, it is
possible to graph the relative positions of all the venture concepts in a class, as shown in the
example in Figure 6a. We create two such plots after every iteration: one based on the
assessment of the prototype venture models submitted through the collaborative web site and one
Alex Bruton, ICSB 2010 Distributed to delegates of Experiential Classroom XI 23
based on the judges‟ assessment of their pitches. Students and teachers both report how this
serves to focus the whole venture model design process around getting ventures into “the top
right corner” of Figure 6a; the common goal quickly becomes the iterative design of venture
concepts that are both highly innovative and highly feasible. This has had the effect of driving
down the number of used textbooks stores and student-bars being proposed and significantly
increasing the number of ventures that are deemed to be highly scalable with solid potential for
growth; students tend to either select a new concept or find ways to make their concepts more
innovative. They report feeling safe doing this because of the trusting and collaborative
environment that develops and because only the last iteration counts toward their grade. This
trend can be seen by comparing Figure 6a with Figure 6b.
Table 2: Assessment Done At Each Iteration of the VDS
Type Assessment Contribution to mark
Teacher
(as advisor)
The teacher assesses the students‟ new venture
model based on their collaborative web site
The rubrics in Table 3 and Table 4 are used
These three components
are worth an equal amount
and together make up the
VDS total of 35 percent of
the final grade in the
course
Full feedback is provided
every iteration but only
marks received in the final
iteration count toward the
final grade
Judges
(as advisor/
investor)
A panel of external judges assesses the students‟
new venture concept based only on their elevator
pitch
The rubrics in Table 3 and Table 4 are used again
Self
(as nascent
entrepreneur)
Each student assesses his or her own learning
against four outcomes:
Entrepreneurial toolset outcomes;
Network, team and communication outcomes;
Collaborative knowledge creation outcomes;
Personal mindset and entrepreneurial identity
outcomes.
Rubrics like the one in Table 5 are used for each
of these categories
Peer
(as shareholder) Every iteration the students vote individually for
the venture concept they think will win
Provides a bonus mark in
the course: 1 percent for
each investment made in
the winning venture
Alex Bruton, ICSB 2010 Distributed to delegates of Experiential Classroom XI 24
Table 3: Assessing the Innovativeness of a New Venture Model
The venture’s offering is very clear to me and presents a compelling value proposition to the buyer/user
strongly disagree strongly agree
0 1 2 3 4 5 6 7 8 9 10
For this type of venture the following are true:
1. The buyer and user are very compelled by the offering - the venture has identified a very significant “need”, “want” or “should”
2. The offering is very clearly articulated – I have no questions about the commodity, good, service or experience
3. The buyer is encouraged to make a decision to purchase 4. Price, switching and adoption costs are small relative to the buyer’s overall costs
I believe the venture’s choice of customer (buyers and users) could lead to significant value creation
strongly disagree strongly agree
0 1 2 3 4 5 6 7 8 9 10
For this type of venture the following are true:
1. There is a very large number of potential buyers and users 2. The number is growing significantly 3. Buyers have appropriate financial capability 4. Customers are not likely to backwards integrate (i.e. not likely to become a competitor of the venture)
I believe the supplier situation is very favorable
strongly disagree strongly agree
0 1 2 3 4 5 6 7 8 9 10
For this type of situation the following are typically true:
1. It would be very easy to switch suppliers, e.g.
There are many possible suppliers ventures like theirs could choose from
Suppliers are providing undifferentiated materials 2. And/or, suppliers are motivated to supply to the venture, e.g.
There are few other buyers; the venture promises to sell in large volumes; the venture has developed a unique relationship with its supplier
3. Or, ventures in the industry do not depend highly on suppliers, e.g. in a consulting industry 4. And suppliers are not likely to forward integrate (i.e. not likely to become a competitor of the venture)
I believe the venture’s strategic position would lead to significant value creation
strongly disagree strongly agree
0 1 2 3 4 5 6 7 8 9 10
Although there are exceptions, a new venture of this type typically:
1. Has a very highly differentiated position or represents a low-cost leadership position relative to others in the industry
2. Starts off focused, i.e. targets a niche at first, and plans to target a broader group of customers over time 3. Has few competitors, substitutes and alternatives sharing the same strategic position
Alex Bruton, ICSB 2010 Distributed to delegates of Experiential Classroom XI 25
Table 4: Assessing the Feasibility of a New Venture Model
I believe the team’s fit with the proposed venture will lead to significant value creation
strongly disagree strongly agree
0 1 2 3 4 5 6 7 8 9 10
For this type of team and venture the following are true:
1. I have been told enough about the team members to make a reasonable assessment 2. The team inspires my confidence and I would invest in all of its members 3. Team members have relevant prior experience (jobs, education, social relationships, hobbies, etc…) 4. That experience provides them with relevant specific knowledge (people, places, timing, circumstances,
technologies, etc…) 5. It is clear that their specific knowledge forms the basis of their venture’s offering
I believe the venture has one or more key strategic resources that are valuable, rare, and costly to imitate
strongly disagree strongly agree
0 1 2 3 4 5 6 7 8 9 10
For this type of venture the following are true:
1. The team/venture brings at least one key strategic resource to the table with the potential to provide a significant competitive advantage, e.g. physical, financial, team members, offering (good, service, experience), reputation, technology, raw materials, geographic locations, specific know-how, etc…
This key resource is valuable, rare and costly for others to imitate 2. No (or very few) other ventures possess the same key resource(s) 3. Other ventures would find it too costly to acquire the same key resource(s) 4. It is hard to find a substitute for its key resource(s)
I believe the venture’s competitive situation is very favorable
strongly disagree strongly agree
0 1 2 3 4 5 6 7 8 9 10
For this type of venture the following are true:
1. The team has provided a sufficiently realistic picture of the competitive landscape and there are no omissions in their analysis
2. The venture has a significantly different value proposition from that of its direct competitors 3. The benefits do not outweigh the costs of substitutes and alternatives
I believe the breakeven numbers are sound and the plan to develop a prototype is a reasonable next step
strongly disagree strongly agree
0 1 2 3 4 5 6 7 8 9 10
For this type of venture the following are true:
1. Indicators like the following seem consistent with the venture and industry, and seem to be based on reasonable assumptions:
The price to the customer; The sales needed to breakeven on direct costs and burn; The sales forecast; The gross margin or gross margin percentage
2. The proposed prototype or trial would help them get to first revenues 3. The money requested is in the right ball park for getting to the prototype stage
Alex Bruton, ICSB 2010 Distributed to delegates of Experiential Classroom XI 26
Table 5: Sample Student Self-Assessment
I have demonstrated an excellent understanding of the entrepreneurial toolsets we learned in this iteration
strongly disagree strongly agree
0 1 2 3 4 5 6 7 8 9 10
Pick and describe at least 2 specific examples that show you what you learned this iteration and why you deserve the grade you gave yourself above:
This might help:
1. In this iteration you had to learn and apply the tools in the following topics: 1) Team, specific knowledge and alignment; 2) Who’s my customer?; 3) What’s my economic offering?; and 4) What’s my value proposition? You used these to come up with the seed of a new idea. And you learned about pitching.
2. People with a high grade in this area are able to provide:
Examples of what you know now that you didn’t know before
Recognizing how you learned and how that ties back to your learning styles
Learning about the concepts on your own time, ahead of the classes in which they were used
Learning about the steps and procedures required to implement each topic
Understanding how the topics work together to help you come up with an idea for a new venture
Examples where you explained or clarified the concepts for your teammates
Applying the topics to your own venture, and specific examples of how you applied what you learned
Things that you would do differently next time based on what you learned
Other things you did that you feel provide evidence of your learning
feasibility
innovativeness
high
high
low
low
feasibility
highlow
a) first design iteration b) last design iteration
team 1 team 1team 2
team 2
team 3
team 3
Figure 6: Visualizing the Evolution of the Innovativeness and Feasibility
of Ventures throughout the Iterative Design Process
Alex Bruton, ICSB 2010 Distributed to delegates of Experiential Classroom XI 27
Summary and Concluding Thoughts
We have introduced The Venture Design Studio, a design thinking approach to teaching and
learning for the conception, design, characterization, prototyping, testing, pitching and
innovation of new venture concepts. Based on our experience and the data-based evidence
available to date, we propose that this is a very attractive approach to entrepreneurial learning for
curricula that aim to provide students with an authentic entrepreneurial experience and the
opportunity to reach into and catalyze innovation within their local ecosystems. For example, the
data tell us that: student response to its introduction has been overwhelmingly positive; they
frequently express a desire for the approach, their preference for the delivery medium, and their
feeling of gaining skills relevant to their careers and new ventures; students were able to meet or
exceed all learning objectives to do with toolset, mindset and network building, and collaborative
knowledge creation; students report applying the VDS approach (and content) in other courses,
including their business planning course; students‟ abilities to persuasively pitch their concepts
were vastly improved as a result of the iterative nature of the process and the collaborative
network from which they received feedback; students became versed in and aware of
entrepreneurial ways of thinking and practice, threshold concepts and troublesome knowledge to
a level not usually associated with classroom approaches, including business planning; local
entrepreneurs and venture capitalists were engaged with and provided regular feedback on
student learning and their prototypes; and learners, teachers and experienced entrepreneurs all
reported (anecdotally) that the resulting new venture concepts were considerably more
innovative and feasible than those resulting from other approaches with which they are familiar.
To rephrase Cooperrider (2008) a little: some of our classrooms now look more like design
schools than they used to – alive with a design studio, interdisciplinary teams, and prototyping –
Alex Bruton, ICSB 2010 Distributed to delegates of Experiential Classroom XI 28
where student entrepreneurs act as designers who seek out disruptive, unexpected innovation
opportunities. And to respond to Dunne and Martin (2006), we too see merit in thinking like
designers, at least so far as teaching and learning for the conception, communication and
innovation of highly innovative new venture concepts.
We look forward to our future work, the plans for which include: describing in more detail
what happens when students learn in this way; understanding how exactly learning takes place in
this way; and making claims based on more evidence about whether and in what ways the design
thinking approach might be better suited than other teaching and learning methods for meeting
similar objectives. We also look forward to applying the design thinking approach to other
innovation processes in our classrooms and within our regional innovation ecosystem.
Finally, we close by acknowledging that this research is in its early stages and that much
more remains to be learned. However, because student response has been so strong to their
learning experience, because so many of the typically hard-to-teach learning outcomes seem to
be teachable in this kind of environment, and because we have (finally!) seen a very convincing
shift away from used textbooks stores and student-bars (even in this first undergraduate course),
we are thrilled to be sharing what we have learned to date.
References
Alberti, F., S. Sciascia and A. Poli (2004) “Entrepreneurship Education: Notes on an Ongoing
Debate,” paper published at the 2004 IntEnt Conference, July.
Alexis, J. and Z. Hassan (2007). “Launching the Dual Degree: Creating Business-Savvy