Apply Now

ERP Logo

Events

Gamification of Design Thinking

Monday, July 13, 2026

Date: 13th July 2026

Time: 2.00 pm to 4.00 pm

Venue: Auditorium 5th Floor

Resource Person: Ms. Reshma Wable

Faculty Coordinator : Mr. Garvit

Organizer Academics Department

Objective

The session was conducted with the following objectives:
1. To introduce students to the concept and principles of Design Thinking.
2. To explain the role of gamification in enhancing creativity, innovation, and problem-solving.
3. To familiarize participants with user-centric approaches for identifying and solving real-world business challenges.
4. To develop critical thinking, collaboration, and creative ideation skills among students.
5. To provide practical exposure to industry applications of Design Thinking and gamification.
6. To encourage innovative thinking through interactive and experiential learning techniques.
7. To enhance students' understanding of customer empathy, ideation, prototyping, and testing.
8. To demonstrate how organizations use gamified approaches to improve engagement, productivity, and innovation.
9. To prepare students to apply Design Thinking methodologies in academic projects, entrepreneurship, and corporate environments.
10. To inspire students to adopt an innovation-driven mindset for addressing contemporary business and societal challenges.
As part of its continuous efforts to bridge the gap between academic learning and industry practices, Dr. D. Y. Patil B-School, Pune, organized a Corporate Session on "Gamification of Design Thinking." The session was conducted by Ms. Reshma Wable, a renowned Design Thinking Specialist, who shared valuable insights into integrating gamification principles with design thinking to foster innovation, creativity, and user-centric problem-solving.
The session highlighted how organizations today leverage game-based methodologies to enhance employee engagement, encourage collaboration, stimulate creativity, and develop innovative solutions to complex business challenges. Through interactive activities, practical examples, and industry case studies, students gained a deeper understanding of how gamification can transform traditional design thinking processes into engaging and impactful learning experiences.
The session commenced with an introduction to the fundamentals of Design Thinking and its significance in today's rapidly evolving business landscape. Ms. Reshma Wable explained the five stages of the Design Thinking process—Empathize, Define, Ideate, Prototype, and Test—and emphasized the importance of understanding customer needs before developing innovative solutions.
A major highlight of the session was the integration of gamification techniques into the Design Thinking framework. The speaker demonstrated how game elements such as challenges, rewards, collaboration, simulations, and interactive activities can improve participation, creativity, motivation, and decision-making within teams.
Participants actively engaged in interactive exercises that encouraged brainstorming, teamwork, creative problem-solving, and rapid idea generation. Through real-world business examples and practical discussions, students explored how leading organizations apply Design Thinking and gamification to enhance customer experiences, product development, organizational innovation, and business transformation.
The session also emphasized the importance of experimentation, continuous feedback, adaptability, and customer-centric innovation in developing sustainable business solutions.

Learning Outcomes
At the conclusion of the session, participants were able to:
• Understand the concepts and principles of Design Thinking.
• Recognize the role of gamification in fostering innovation and engagement.
• Apply customer-centric approaches to identify and solve business problems.
• Develop creative thinking and collaborative problem-solving skills.
• Gain practical insights into industry applications of Design Thinking methodologies.
• Appreciate the value of empathy, ideation, prototyping, and iterative learning.
• Enhance teamwork, communication, and innovation capabilities through experiential activities.
• Build confidence in applying Design Thinking tools in academic, entrepreneurial, and corporate settings.

Conclusion
The Corporate Session on "Gamification of Design Thinking" by Ms. Reshma Wable was highly informative and engaging, providing students with valuable exposure to contemporary innovation practices adopted by leading organizations. The session successfully combined theoretical concepts with experiential learning, enabling participants to understand how gamification can make the Design Thinking process more interactive, collaborative, and outcome oriented.
The insights shared by the speaker inspired students to embrace creativity, empathy, and innovation while approaching complex challenges. The session reinforced Dr. D. Y. Patil B-School's commitment to providing industry-relevant learning experiences that equip students with future-ready skills, an entrepreneurial mindset, and the ability to drive innovation in dynamic business environments.