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14. [dis 5] real time research. concepts

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14. [dis 5] real time research. concepts

  1. 1. 1 Josep Mª Monguet & Alex Trejo 14 Real time research. Concepts
  2. 2. 2 Can you imagine the feeling of our ancestors when they get the intuition of what was the concept of fire? Creation of new knowledge Quest of fire. 1981
  3. 3. 3 Researcher knows that a particular knowledge is hidden and may be discovered. Up. Pixar. 2009 Creation of new knowledge
  4. 4. 4 Research for innovation involves looking for new experiences Dead poets society. 1989 Creation of new knowledge
  5. 5. 5 There are risks, often unknown, associated with research for innovation. Avatar. James Cameron. 2009 Creation of new knowledge
  6. 6. 6 Innovation & research
  7. 7. 7 Innovation & research New products, services & processes Creation of new knowledge
  8. 8. 8 Explore Build Experiment Innovation & research New products, services & processes Creation of new knowledge
  9. 9. 9 Products, services & processes HYPOTHESISVALIDATION CREATIVITY Abductio n Inductio n Deductio n PREDICTION EXPERIENCE DESIGN TECHNOLOGY PROTOTYPE BUSINESS QUESTION Interaction with environme nt INNOVATION CYCLE RESEARCH CYCLE New knowledge Creation of new knowledge
  10. 10. 10 Products, services & processes HYPOTHESISVALIDATION CREATIVITY Abductio n Inductio n Deductio n PREDICTION EXPERIENCE DESIGN TECHNOLOGY PROTOTYPE BUSINESS QUESTION Interaction with environme nt INNOVATION CYCLE RESEARCH CYCLE New knowledge Map of the research for innovation
  11. 11. 11 Map of the research for innovation Research cycle Products, services & processes New knowledge
  12. 12. 12 Products, services & processes New knowledge QUESTION Map of the research for innovation Research cycle
  13. 13. 13 Products, services & processes New knowledge QUESTION HYPOTHESIS PREDICTION VALIDATION Map of the research for innovation Research cycle
  14. 14. 14 Singular cases Products, services & processes New knowledge QUESTION HYPOTHESIS PREDICTION VALIDATION General rule Map of the research for innovation Research cycle
  15. 15. 15 Singular cases Products, services & processes New knowledge HYPOTHESIS PREDICTION VALIDATION General rule Map of the research for innovation Research cycle QUESTION
  16. 16. 16 Singular cases New knowledge QUESTION HYPOTHESIS PREDICTION VALIDATION RESEARCH CYCLE General rule Map of the research for innovation Research cycle Products, services & processes Inductio n Deductio n
  17. 17. 17 Map of the research for innovation Singular cases Products, services & processes New knowledge QUESTION HYPOTHESIS PREDICTION VALIDATION RESEARCH CYCLE Logics Always true General rule Deductio n
  18. 18. 18 Singular cases Products, services & processes New knowledge QUESTION HYPOTHESIS PREDICTION VALIDATION RESEARCH CYCLE Logics Always true General rule Map of the research for innovation Research cycle Conclusion obtained through deductive reasoning are certain. Deductio n
  19. 19. 19 Singular cases General rule Products, services & processes New knowledge QUESTION HYPOTHESIS PREDICTION VALIDATION RESEARCH CYCLE Can be true Logics Map of the research for innovation Research cycle Inductio n
  20. 20. 20 Singular cases General rule Products, services & processes New knowledge QUESTION HYPOTHESIS PREDICTION VALIDATION RESEARCH CYCLE Can be true Logics Map of the research for innovation Research cycle Conclusion obtained through inductive reasoning are probable, but not certain. Inductio n
  21. 21. 21 Map of the research for innovation Research cycle General rule Products, services & processes New knowledge HYPOTHESIS PREDICTION VALIDATION RESEARCH CYCLE OBSERVATION Something ca be understood with more precision and the resulting knowledge will be useful QUESTION What exactly is expected to happen ? A very specific question related with the topic of interest Managing the experiment &/or observations: Variables, sample, measurement, etc. to prove prediction General statement about results & conditions for replication. Inductio n Deductio n
  22. 22. 22 Map of the research for innovation Research cycle Case study Moore’s law General rule Products, services & processes New knowledge HYPOTHESIS PREDICTION VALIDATION RESEARCH CYCLE Most semiconductor industry forecasters, including Moore, expect Moore's law will end by around 2025 Can we anticipate the level of improvement of the next generation of computers? QUESTION OBSERVATION Power of computers increases gradually Inductio n Deductio n
  23. 23. 23 Map of the research for innovation Research cycle Case study Moore’s law Products, services & processes New knowledge HYPOTHESIS PREDICTION ATION RESEARCH CYCLE QUESTION Observation Singular cases Inductio n Deductio n Is there a regularity in the evolution of the capacity of the computers?
  24. 24. 24 Map of the research for innovation Research cycle Case study Moore’s law Products, services & processes New knowledge HYPOTHESIS PREDICTION ATION RESEARCH CYCLE QUESTION A prediction General rule Inductio n Deductio n Observation Singular cases The density of transistors in integrated circuits will double each year
  25. 25. 25 Improved Map of the research for innovation Research cycle Case study Moore’s law Products, services & processes New knowledge HYPOTHESIS PREDICTION ATION RESEARCH CYCLE QUESTION A prediction General rule Inductio n Deductio n The density of transistors in integrated circuits will double each 18 months Observation Singular cases
  26. 26. 26 Map of the research for innovation Research cycle Case study Moore’s law Products, services & processes New knowledge HYPOTHESIS PREDICTION ATION RESEARCH CYCLE QUESTION A prediction General rule Inductio n Deductio n Collection of data to prove that prediction is true. Microprocessors of next year will nearly double calculation per second in the same space and cost. The density of transistors in integrated circuits will double each 18 months General rule Moore’s law Observation Singular cases
  27. 27. 27 Interaction with environment Products, services & processes EXPERIENCE PROTOTYPE New knowledge Map of the research for innovation We see problems , need etc. Build a solution and apply it to solve the problem and or cover the need
  28. 28. 28 Products, services & processes EXPERIENCE PROTOTYPE New knowledge Map of the research for innovation We see problems , need etc. Build a solution and apply it to solve the problem and or cover the need Learning Interaction with environment
  29. 29. 29 Products, services & processes CREATIVITY EXPERIENCE DESIGN TECHNOLOGY PROTOTYPE BUSINESS New knowledge Map of the research for innovation Interaction with environment Learning
  30. 30. 30 Products, services & processes CREATIVITY Abductio n EXPERIENCE DESIGN TECHNOLOGY PROTOTYPE BUSINESS New knowledge Map of the research for innovation. Innovation cycle Imagine alternative approaches and solutions Interaction with environment
  31. 31. 31 Products, services & processes CREATIVITY Abductio n EXPERIENCE DESIGN TECHNOLOGY PROTOTYPE BUSINESS New knowledge Map of the research for innovation. Innovation cycle. Interaction with environment INNOVATION CYCLE
  32. 32. 32 Products, services & processes CREATIVITY Abductio n EXPERIENCE DESIGN TECHNOLOGY PROTOTYPE BUSINESS New knowledge Map of the research for innovation. Innovation cycle. Case study Masters and Johnson Interaction with environment Own experience and observation of the degree of secrecy in everything related to sex. A field with much to discover. People with sexual dysfunctions.
  33. 33. 33 Products, services & processes CREATIVITY Abductio n EXPERIENCE DESIGN TECHNOLOGY PROTOTYPE BUSINESS New knowledge Map of the research for innovation. Innovation cycle. Case study Masters and Johnson Interaction with environment How does sex works in men and women ? Knowing how sex works may mean better sex? How could scientifically be explained what is sex? … Own experience and observation of the degree of secrecy in everything related to sex. A field with much to discover. People with sexual dysfunctions.
  34. 34. 34 Products, services & processes CREATIVITY Abductio n EXPERIENCE DESIGN TECHNOLOGY PROTOTYPE BUSINESS New knowledge Map of the research for innovation. Innovation cycle. Case study Masters and Johnson Interaction with environment A laboratory to study and measure real sex among people. Instruments and protocols necessary to understand the behaviour of individuals while practicing sex.
  35. 35. 35 Products, services & processes CREATIVITY Abductio n EXPERIENCE DESIGN TECHNOLOGY PROTOTYPE BUSINESS New knowledge Map of the research for innovation. Innovation cycle. Case study Masters and Johnson Products, services & processes New knowledge HYPOTHESIS PREDICTION VALIDATION QUESTION RESEARCH CYCLE INNOVATION CYCLE
  36. 36. 36 Map of the research for innovation. 5 4 3 5. HYPOTHESIS7. VALIDATION 2. CREATIVITY 6. PREDICTION 1. EXPERIENCE 4. PROTOTYPE 3. QUESTION Experiment Explore Build
  37. 37. 37 Map of the research for innovation. 5 4 3 5. HYPOTHESIS7. VALIDATION 2. CREATIVITY 6. PREDICTION 1. EXPERIENCE 4. PROTOTYPE 3. QUESTION Experiment Explore Build SELECTED LIST Possible questions and ideas to imagine alternatives that could be applied to solve the problem or fulfil the need. OPPORTUNITY Our experience and capacity of observation and documentation, that allows to identify specific problems &/or latent needs. “THE THING” Designed and developed to prove that the identified solution really works. ONE QUESTION Will this specific type of solution contribute to solve the problem or to fulfil the need? ACTUAL VALUE How the solution is exactly expected to perform in solving the problem. NEW KNOWLEDGE Associated to the application of the prototype. “This solution solves this type of problem under these conditions.” TEST Data to be collected and analysed to check that the problem is effectively solved. 5. HYPOTHESIS
  38. 38. 38 Map of the research for innovation. 5 4 3 5. HYPOTHESIS7. VALIDATION 2. CREATIVITY 6. PREDICTION 1. EXPERIENCE 4. PROTOTYPE 3. QUESTION Experiment Explore Build SELECTED LIST Possible questions and ideas to imagine alternatives that could be applied to solve the problem or fulfil the need. OPPORTUNITY Our experience and capacity of observation and documentation, that allows to identify specific problems &/or latent needs. “THE THING” Designed and developed to prove that the identified solution really works. ONE QUESTION Will this specific type of solution contribute to solve the problem or to fulfil the need? ACTUAL VALUE How the solution is exactly expected to perform in solving the problem. NEW KNOWLEDGE Associated to the application of the prototype. “This solution solves this type of problem under these conditions.” TEST Data to be collected and analysed to check that the problem is effectively solved. Activate y experience Focus your creativity Critical decision Real work to build a proposal Academic proposal True worth to be soldDeciding research methods 5. HYPOTHESIS
  39. 39. 39 Map of the research for innovation. 5 4 3 5. HYPOTHESIS7. VALIDATION 2. CREATIVITY 6. PREDICTION 1. EXPERIENCE 4. PROTOTYPE 3. QUESTION Experiment Explore Build SELECTED LIST Possible questions and ideas to imagine alternatives that could be applied to solve the problem or fulfil the need. OPPORTUNITY Our experience and capacity of observation and documentation, that allows to identify specific problems &/or latent needs. “THE THING” Designed and developed to prove that the identified solution really works. ONE QUESTION Will this specific type of solution contribute to solve the problem or to fulfil the need? ACTUAL VALUE How the solution is exactly expected to perform in solving the problem. NEW KNOWLEDGE Associated to the application of the prototype. “This solution solves this type of problem under these conditions.” TEST Data to be collected and analysed to check that the problem is effectively solved. Activate y experience Focus your creativity Critical decision Real work to build a proposal Academic proposal True worth to be soldDeciding research methods Diverge Divergewith focus Convergeto market Convergeto value General statement Market Focus Research Focus 5. HYPOTHESIS
  40. 40. 40 Map of the research for innovation. Case study Masters and Johnson 5 4 3 5. HYPOTHESIS7. VALIDATION 2. CREATIVITY 6. PREDICTION 1. EXPERIENCE 4. PROTOTYPE 3. QUESTION Experiment Explore Build Sexual satisfaction will depend, in part, on the degree of knowledge about how does sex works. Knowledge about how sex works will improve sexual experience. Particularly orgasm in men and women are different. Sex has a lot of aspects to be discovered. How could scientifically explain what is sex? Knowing how sex works may mean better sex? Sex could be related to other issues? Own sexual experience and observation of the degree of secrecy in everything related to sex. Sex was a field with much to discover. Many people have sexual dysfunctions. Laboratory to study and measure real sex among couples. Instruments and protocols necessary to measure the behaviour of individuals while practicing sex. How does physiologically sex works? Observing couples while they have sex, to measure constants and to interview them bef, dur & aft. 5. HYPOTHESIS
  41. 41. 41 Map of the research for innovation. Case study ArtTap http://joychen.info/arttap.html 5. HYPOTHESIS
  42. 42. 42 5 4 3 5. HYPOTHESIS7. VALIDATION 2. CREATIVITY 6. PREDICTION 1. EXPERIENCE 4. PROTOTYPE 3. QUESTION Experiment Explore Build Visitors will effectively be engaged in "co-creating" their visit, & will get more satisfaction of the whole experience. Personalised visitor’s journey, by involving them in the design of their museum itinerary will produce a more engaging experience. Imagine ways to improve user experience by designing enriching experiences. This could be organised with users and museum workers exploring alternatives together Observation, interviews, ask techniques, to understand why museum visitors do not have rewarding experiences. Museums prioritize their content rather than the experience of visitors. Building a system combining a strategy & tools, based in an app, that creates the value that allows users to personalise their visit to the museum. How to increase value of visitors whit resources that contribute to personalise the experience of each visitor? Measure based in behaviour observation, in-depth interviews and surveys of visitors. 5. HYPOTHESIS Map of the research for innovation. Case study ArtTap
  43. 43. 43 Temporal progression Positions Drivers Conceptual framework Map of the research for innovation. Case study “Innovation in a company”
  44. 44. 44 5 4 3 5. HYPOTHESIS7. VALIDATION 2. CREATIVITY 6. PREDICTION 1. EXPERIENCE 4. PROTOTYPE 3. QUESTION Experiment Explore Build 5. HYPOTHESIS People will value innovation & will be willing to increase their personal innovation potential. Making explicit the innovation potential, with a participatory strategy may increase innovation. How can you get people involved in innovation? Training-action maybe? People and mangers don't accept innovation because they are afraid? Prosperity & innovation. Motivation of people involved in innovation & research (hooking) Frequent rejection to innovation. Construction of an app that allows to measure the innovation capacity of an organization in a participative way. Questions are for all people in the organization. What impact would it have on organization's if all its members knew its innovation capacity? In-depth interview to a random sample of individuals from the organization bef & aft Map of the research for innovation. Case study “Innovation in a company”
  45. 45. 45 Map of the research for innovation. Case study “Adherence to treatments”
  46. 46. 46 5 4 3 5. HYPOTHESIS7. VALIDATION 2. CREATIVITY 6. PREDICTION 1. EXPERIENCE 4. PROTOTYPE 3. QUESTION Experiment Explore Build 5. HYPOTHESIS Patients do not take their medicines for a variety of reasons. Why this happens? What could be done? Patients may have very different profiles. There is a big problem with patients' adherence to treatment. Patients forget to take their pills often or even worst they don’t believe on them. Classifying patients by capacity to understand treatment instructions will improve at least a 50% Selection of a group of patients and follow them to prove adherence increases. Classifying patients according to their capacity to understand treatment instructions could improve adherence. Building a program that allows each patient to receive a personalized training. Might exist a treatment information strategy to provide better advise to patients. How does patient’s profile limits capacity to understand instruction for treatment? (2. If we could alert the patient when she forgets to take the pills, would adherence to the treatment improve?) Map of the research for innovation. Case study “Adherence to treatments”
  47. 47. 47 Emotions recognition, machine learning and users behaviour… Map of the research for innovation. Case study “Open”
  48. 48. 48 5 4 3 5. HYPOTHESIS7. VALIDATION 2. CREATIVITY 6. PREDICTION 1. EXPERIENCE 4. PROTOTYPE 3. QUESTION Experiment Explore Build 5. HYPOTHESIS Map of the research for innovation. Case study “Adherence to treatments”
  49. 49. 49 Josep Mª Monguet & Alex Trejo 14 Real time research. Concepts

Editor's Notes

  • Us podeu imaginar les sensacions dels nostres ancestres quan van sentir la intuïció del que era el concepte del foc?
    ...Aquestes imatge pertanyen a la pel·lícula “Quest of fire” A la cerca del foc. Es veu el moment en el que suposadament això va succeir.

  • Aquell que investiga sap que cerca quelcom ocult però que pot ser descobert. Investigar és un joc.

  • Fer recerca per a la innovació implica una actitud d’exploració i d’experimentació constant. Valorar nous conceptes, nous models i noves eines.
  • La recerca no està mai exempta de risc, especialment si el que es vol és innovar, és a dir actuar amb esperit transformador.
  • La recerca pot estar al servei de la innovació (o si es vol connectada amb la innovació)
  • ... donant suport a la creació de nous productes, serveis o processos, les formes de nou coneixement que genera la innovació.
  • Veurem com les eines i les tècniques de recerca són vitals per explorar, construir i experimentar la innovació mesurant els seus resultats.
  • Anem a estudiar amb cert detall la recerca, posada en el context de la innovació.
  • Són de fet els cicles de recerca i d’innovació connectats
  • Explicarem aquest esquema de forma gradual. Què és la recerca?
    La recerca és la producció de nou coneixement
    El coneixement que ens interessa és el que esta associat a la creació de nous productes serveis i/o processos
  • La producció de nou coneixement generalment és la resposta a una pregunta.
  • Generalment per respondre a la pregunta es planteja una hipòtesi sobre quina podria ser la resposta i es fa un predicció. Les prediccions es posen a prova i si la predicció que s’ha fet no respon de forma adequada, llavors es modifica la hipòtesi, i així anem fent ...
  • Fins que les proves de les prediccions donen el resultat volgut.
    En el procés de recerca haurem treballat amb casos singulars i si tot va bé i el volum de les proves és el que pertoca, llavors la hipòtesi es convertirà en una regla general.
  • i llavors ja tenim el nou coneixement.
    Així de fàcil.
  • En el cicle de la recerca s’identifiquen dos direccions bàsiques, la deductiva i la inductiva ...
  • En la deducció, lògica de dalt a baix (top- down) la conclusió a la que s’arriba sempre es certa, perquè simplement s’apliquen unes regles generals per a “deduir” un cas particular.
  • Un exemple de deducció:
    Al voltant d’un 20% dels fumadors patirà càncer de pulmó segons conclouen diversos estudis que s’han fet els darrers gairebé 100 anys. Això és una deducció. De molts casos singulars acumulats s’ha pogut fer una regla general.
  • El procés d’inducció és de baix cap a dalt i la conclusió a la que s’arriba té una determinada probabilitat de ser certa. Depèn en part de la dimensió dels assaigs que s’hagin fet.
  • La gent que no fuma, menja bé, i té bons hàbits és provable que estigui sana. Però no és completament segur. Això és una inducció. Es pot portar una vida supersana i emmalaltir.
    Caldria acumular molts casos singulars per arribar a establir regles generals.
    El que si que seria una deducció és que una vida supersana implica una certa probabilitat de no emmalaltir.
  • En resum, hi ha quelcom que s’observa que pot ser entès de forma més precisa.
    Es formula una pregunta específica relacionada amb les observacions, i es determina una hipòtesis de resposta delimitant les condicions de l’acompliment.
    La resposta permet fer prediccions sobre que passarà i
    Per validar la hipòtesis s’hauran fet experiments i/o observacions sobre variables, mostres, mesures, etc.
  • Veiem un exemple que il·lustra bé el cicle de recerca, Al 1965 Gordon Moore va afirmar que el nombre de transistors per unitat d’espai en circuits integrats es duplicava cada any i que la tendència continuaria durant les següents dues dècades.
    La pregunta és ben específica: Podem anticipar el nivell de millora de la propera generació d’ordinadors?
  • Es disposa del primers casos singulars, pocs, però suficients per llençar una primera hipòtesi.
    La llei és el resultat d’una inducció. Després d’observar dades uns quants anys Moore arribà a induir el ritme de creixement de la potència dels ordinadors.
    Moore responia a la pregunta de recerca de si existia algun ritme constant en l’increment de potència dels ordinadors.
  • La primera formulació de la llei preveu doncs que la potència dels ordinadors es dobli cada any.
  • Uns anys més tard, amb més dades, va modificar la seva pròpia llei i va afirmar que la densitat de les dades es doblaria cada 18 mesos. Havia millorat la capacitat de deducció de la seva llei.
  • Amb totes les dades, la llei es pot considerar, dins de les limitacions corresponents, consolidada.
    I així és com es genera nou coneixement pel mètode científic. A partir d’una pregunta concreta, ben definida, es dóna una resposta basada en dades contrastades.
  • Veiem ara com és l’aproximació per a construir coneixement en clau d’innovació.
    En innovació es construeixen prototips, del que sigui, i s’experimenta amb ells per comprovar si resolen la necessitat per la que s’han pensat.
  • Aquest cicle es repeteix una vegada i un altra, en un cicle d’aprenentatge, fins que la interacció amb l’entorn funciona.
  • El procés d’aprenentatge es fonamenta en la creativitat, que alimenta una combinació de capacitats i coneixements en disseny, tecnologia i negoci que s’apliquen per a la creació dels prototips.
  • La creativitat és un procés d’abducció en el que imaginem possibilitats, coses que podrien ser, i que cal experimentar.
  • I aquest és el cicle d’innovació.
  • Veiem un exemple d’innovació interessant. El que van fer en el seu moment Masters i Johnson en la seva particular exploració del sexe.
    A partir de la pròpia experiència i de l'observació del grau de secret en tot allò relacionat amb el sexe. Veuen que tenen davant un camp amb molt per descobrir i pensen, entre altres coses, que poden ajudar a persones amb disfuncions sexuals.
  • Comença el procés abductiu ... Les potencial preguntes – respostes
    Com funciona el sexe en homes i dones? Saber com funciona el sexe pot significar un sexe millor? Com es pot explicar científicament què és el sexe?
  • El seu projecte d’innovació esdevé un laboratori per estudiar i mesurar el sexe real entre persones.
    Han de crear els instruments i els protocols necessaris per mesurar el comportament de les persones mentre practiquen sexe.
    Aprenen al mateix temps que ofereixen nous serveis a parelles amb problemes sexològics.
  • El cas de Masters and Johnson s’ha triat perquè il·lustra bé la fusió entre els cicles d’innovació i de recerca.
    Tot i que la seva motivació estava més en la línia d’innovar amb nous tractament per a les disfuncions sexuals
    Entre els coneixements que van contribuir a aflorar hi ha una modelització fisiològica de la resposta sexual en homes i dones. Nou coneixement centífic.
  • Aquest formulari pot servir per a presentar de forma agregada tot el que s’ha explicat fins aquí, i permet visualitzar conjuntament els dos cicles, el de recerca i el d’innovació.
  • Aquest formulari presenta de forma agregada tot el que s’ha explicat fins aquí, i permet visualitzar conjuntament els dos cicles, el de recerca i el d’innovació.
  • Aquest formulari presenta de forma agregada tot el que s’ha explicat fins aquí, i permet visualitzar conjuntament els dos cicles, el de recerca i el d’innovació.
  • Aquest formulari presenta de forma agregada tot el que s’ha explicat fins aquí, i permet visualitzar conjuntament els dos cicles, el de recerca i el d’innovació.
  • En cas que s’ha exposat de Masters and Johnson traslladat al formulari
  • En cas que s’ha exposat de Masters and Johnson traslladat al formulari
  • En cas que s’ha exposat de Masters and Johnson traslladat al formulari
  • En cas que s’ha exposat de Masters and Johnson traslladat al formulari
  • En cas que s’ha exposat de Masters and Johnson traslladat al formulari

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