Searching for evidence of critical thinking in discourse has roots in a definition of critical thinking put forth by Kuhn (1991),  which places more emphasis on the social nature of discussion and knowledge construction. There is limited research on the role of social experience in critical thinking development, but there is some evidence to suggest it is an important factor. For example, research has shown that 3- to 4-year-old children can discern, to some extent, the differential creditability  and expertise  of individuals. Further evidence for the impact of social experience on the development of critical thinking skills comes from work that found that 6- to 7-year-olds from China have similar levels of skepticism to 10- and 11-year-olds in the United States.  If the development of critical thinking skills was solely due to maturation, it is unlikely we would see such dramatic differences across cultures.
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As an approach, design thinking taps into innate human capacities but that are overlooked by more conventional problem-solving practices. It does not only focus on creating products and services that are human centered, but the process itself is also deeply human.  The process is best thought of as a system of overlapping spaces rather than a sequence of orderly steps: inspiration, ideation, and implementation.  Inspiration is the initial problem or opportunity that leads you to the finding of the solution; ideation is the core of the development process where the idea is better defined; and implementation is the final step where the solution comes in contact with the outer world. Projects may loop back through inspiration, ideation, and implementation more than once as the team refines its ideas and explores new directions. Therefore, design thinking can feel chaotic, but over the life of a project, participants come to see that the process makes sense and achieves results, even though its form differs from the linear, milestone-based processes that organizations typically undertake.  Design thinking activities are carried on in different steps which are: empathize, define, ideate, prototype and test.  Within these steps, problems can be framed, the right questions can be asked, more ideas can be created, and the best answers can be chosen.