Design for learning
Brussels – November 26, 2010
Tapio Koskinen
Aalto University
Questions
1. What is Aalto University?
2. How can we make better learning at
work?
Aalto University
1/30/2015
4
Created from the merger of three leading
Finnish universities on 1 January 2010.
Three Schools:
• School of Ec...
Mission
Aalto University strives to change
the world through top-quality
interdisciplinary research,
pioneering education,...
Values
 A passion for exploring boundaries.
 The freedom to be creative and
critical.
 The courage to influence and
exc...
Aalto University launches new research
projects, study programmes and courses
that combine the expertise of
the three Scho...
Examples of Aalto studies
Autumn 2009
Crossing Borders with Method Madness –
art pedagogical approach to creative teamwork...
 An interdisciplinary product design
and learning hub
 Uniting students, teachers,
researchers and industry
 Design Fac...
 builds on the expertise and solid know-how of
Aalto
 serves professionals and organisations actively
developing their c...
International Design Business
Management for Professionals
The IDBM Pro course aims to train skilled professionals for key...
Learning Design
Customized Programme
1/30/2015
12
Company
WayofWork
External
Experts
Internal
Experts
Partici-
pants
 Cus...
13 www.ruukki.com
CASE Project Management
Project
development
Calculation
and offer
Contract
negotiations
and agreement
Pr...
14 www.ruukki.com
Tools Supporting Work
PBC @ work
PBC Knowledge Base & Tools
Project
development
Calculation
and offer
Co...
15 www.ruukki.com
Tools supporting Learning and Work
PBC @ work
PB Training
PBC Knowledge Base for Learning and Performanc...
16 www.ruukki.com
Learning
Design MOD 1:
Project portfolio
Management
and Contracts
• orientation and collaborative
learni...
17 www.ruukki.com
Hungary
Romania
Finland 1
Finland 2: Infra
Czech Rep & Slovakia
Sweden
Finland 3
Finland 4 & UK
Norway
F...
 Time to performance: make training/learning as
close to the real working life as possible – use
technology to enable lea...
Delivery Models Comparison
1/30/2015
19
1. Training as
usual
2. Blended
Learning
3. Learning in
Distance
4. Virtual
World ...
tapio.koskinen@aalto.fi
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presentation by Tapio Koskinen in EC DG EAC Conference on Design and Learning in Brussels, November 25-26, 2010 - Conference Website:
http://design-learning.teamwork.fr/index.php

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Design_Learn_26112010

  1. 1. Design for learning Brussels – November 26, 2010 Tapio Koskinen Aalto University
  2. 2. Questions 1. What is Aalto University? 2. How can we make better learning at work?
  3. 3. Aalto University
  4. 4. 1/30/2015 4 Created from the merger of three leading Finnish universities on 1 January 2010. Three Schools: • School of Economics • School of Art and Design • School of Science and Technology Second biggest university in Finland Total Annual budget: € 368 million (2009) Composition (2009) • 4,500 Staff (300 professors) • 20,000 Students • 75, 000 Alumni • 1600 master’s degrees • 180 doctoral degrees • 473 MBA/EMBA degrees Aalto University at a glance
  5. 5. Mission Aalto University strives to change the world through top-quality interdisciplinary research, pioneering education, blending traditional boundaries, and renewal. Aalto University educates responsible, broad-minded experts with a comprehensive understanding of complex subjects to act as society’s visionaries.
  6. 6. Values  A passion for exploring boundaries.  The freedom to be creative and critical.  The courage to influence and excel.  The responsibility to care, accept and inspire.  Founded on high ethics, openness, and equality.
  7. 7. Aalto University launches new research projects, study programmes and courses that combine the expertise of the three Schools. The Schools of Aalto University jointly provide Aalto studies that are open to everyone studying at the University. The first joint interdisciplinary Master’s Degree programmes are International Design Business Management (IDBM) and Creative Sustainability. Interdisciplinary studies 1/30/2015 7 PhotobyGatanass
  8. 8. Examples of Aalto studies Autumn 2009 Crossing Borders with Method Madness – art pedagogical approach to creative teamwork Spring 2010 Contextual media studies, invited lecture and workshop by Prof. Henry Jenkins, MIT Knowledge Communication and Visualization by Prof. Martin Eppler, University of St. Gallen (HSG) How to change the world: Initiatives toward Sustainable Business, Design and Technology by Prof. Kandachar (Tech. Uni. of Delft) and Prof. H. Gardner, Harvard Autumn 2010 – Academic year 2010-2011 Ethics of Science, Technology, and Design Goodwill community - Third world development cooperation 1/30/2015 8
  9. 9.  An interdisciplinary product design and learning hub  Uniting students, teachers, researchers and industry  Design Factory is an experimental platform of Aalto University, started in Autumn 2008. The Factory is a constantly developing physical, social and mental environment, aiming to support interdisciplinary and international co-operation between parties interested in design and development  Aalto Tongji Design Factory in Shanghai  Aalto Media Factory  Aalto Service Factory Aalto Design Factory 1/30/2015 9 A passion-based co-creation platform
  10. 10.  builds on the expertise and solid know-how of Aalto  serves professionals and organisations actively developing their competence and competitiveness.  offers Professional Development and Tailored Programmes for the Industry  combines learning and work with effective methods and world class materials  is part of Aalto Knowledge Networks Aalto Pro LEAR NING WORK ING DEVEL OPING
  11. 11. International Design Business Management for Professionals The IDBM Pro course aims to train skilled professionals for key roles in global design business. The program emphasizes the importance of design as a competitive factor, linked with state-of-the-art technology and business models. 1/30/2015 11
  12. 12. Learning Design Customized Programme 1/30/2015 12 Company WayofWork External Experts Internal Experts Partici- pants  Customized programmes often focus on learning about tools an processes (Way of Work)  Group learning sessions can also provide valuable input to the development Way of Work
  13. 13. 13 www.ruukki.com CASE Project Management Project development Calculation and offer Contract negotiations and agreement Project implementation and steering Hand over to customer Performance development discussion MOD4: Com- pletion of project and after sales MOD3: Project implementation planning, PM MOD2: Design and purchasing MOD1: Project portfolio mgnt and contracts 1 32 4
  14. 14. 14 www.ruukki.com Tools Supporting Work PBC @ work PBC Knowledge Base & Tools Project development Calculation and offer Contract negotiations and agreement Project implementation and steering Hand over to customer Performance development discussion
  15. 15. 15 www.ruukki.com Tools supporting Learning and Work PBC @ work PB Training PBC Knowledge Base for Learning and Performance Support PBC Knowledge Base & Tools Individual Study Group Learning Project development Calculation and offer Contract negotiations and agreement Project implementation and steering Hand over to customer Performance development discussion MOD4: Com- pletion of project and after sales MOD3: Project implementation planning, PM MOD2: Design and purchasing MOD1: Project portfolio mgnt and contracts MOD4: Com- pletion of project and after sales MOD3: Project implementation planning, PM MOD2: Design and purchasing MOD1: Project portfolio mgnt and contracts
  16. 16. 16 www.ruukki.com Learning Design MOD 1: Project portfolio Management and Contracts • orientation and collaborative learning • introducing the PBC tools • working together in small groups on a concrete case using e.g. Learning Café method • local/regional aspects • training hosted by the regional partners • individual assignment on own prospect case • using the PBC tools in a safe course environment, supported by the electronic learning materials • using a workstation at the office, in a computer lab, or at home • tutor feedback on the assignment Group Learning 2 days Individual Study 1 day MOD 2: Design and Purchasing Group Learning 1 day Individual Study 1 day
  17. 17. 17 www.ruukki.com Hungary Romania Finland 1 Finland 2: Infra Czech Rep & Slovakia Sweden Finland 3 Finland 4 & UK Norway Finland 5 Finland 6 Poland Serbia, Slovenia, Croatia Estonia, Latvia & Lithuania Ukraine Russia 1 Russia 2 Q1 2009 Q3 2008 Q1 2008 Q4 2007 Q2 2008 Q4 2008 P 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 P 1 2 11 4 36 7 8 9 10 5 12 13 14 15 16 7 Rollout 17 Countries 16 Languages
  18. 18.  Time to performance: make training/learning as close to the real working life as possible – use technology to enable learning on demand.  Need to cut cost: use technology to minimize travel time and cost.  Sustainable development: use technology to control carbon footprint.  Pandemia & War on terror: use technology to reduce travel. Customer Demands for Flexible Delivery 1/30/2015 18
  19. 19. Delivery Models Comparison 1/30/2015 19 1. Training as usual 2. Blended Learning 3. Learning in Distance 4. Virtual World Training Participation Requires physical presence Flexible participation Very flexible participation Flexible participation Module size 2-3 days each 2-3 days each and Webinars 90 minutes each 1 hour …. Half day 1 hour …. Half day Group size Apr 30 Apr 30 Flexible Flexible Roll out 1 group / location / Q 1 group / location / Q Good scalability Good scalability Costing Low sunk cost, High variable cost Moderate sunk cost, Moderate variable cost High sunk cost, Low variable cost Very high sunk cost, Low variable cost Success criteria Support of group learning. Support of group learning during the F2F module. Professionally produced Webinars Online learner support Good Virtual World Architecture Risks, opportunities, strengths Good potential for physical presence enabled peer learning. Lots of travel time and cost Moderate travel time and cost. Learning benefits from extended lead time. Requires commitment and motivation from the learners – Flexible scheduling. No travelling required. Little known territory - Good opportunities for gaming and simulation. No travelling required. T H E R E I S N O O N E S O L U T I O N T H AT W O U L D F I T AL L
  20. 20. tapio.koskinen@aalto.fi
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