This slide deck is the introductory slide deck for a course on design thinking and innovation. It has been taught at Chalmers University of Technology, Sweden. All slides are released under creative commons. Feel free to use them in your education program and let us know about the results and feel free to comment regarding improvements.
Innovation and creativity 01 introduction and basic conceptsKamal AL MASRI
This document provides an introduction to creativity and innovation by Kamal M. Al Masri. It defines creativity as the generation of new, novel ideas and defines innovation as applying creative ideas to develop new products and services. Innovation is important for organizations and nations to adapt to changing needs, compete, and survive. While creativity involves idea generation, innovation requires implementing ideas to create value for customers. The document discusses disciplines related to innovation and distinguishes innovation from related concepts like invention, design, and entrepreneurship.
This document discusses principles and exercises from IBM Design Thinking and a UXPA workshop. It describes design thinking principles like prototyping, evaluating, understanding and exploring. It outlines exercises for teams to map out user empathy and analyze a user's current experience through scenario mapping in order to understand pain points and opportunities for improvement. The goal is to move from observations to insights about the user and visualize their workflow to identify areas for better designing experiences centered around user needs.
Design Thinking and Innovation Course - IntroductionIngo Rauth
This slide deck is the introductory slide deck for a course on design thinking and innovation. It has been taught at Chalmers University of Technology, Sweden. All slides are released under creative commons. Feel free to use them in your education program and let us know about the results and feel free to comment regarding improvements.
These are the figures of my Handbook of Design Thinking. Some figures will be further developed and publsihed in my book "Design Thinking for Dummies", which will be published on 28 July 2020.
This document provides an overview of a user experience workshop focused on good design. The workshop consists of 5 chapters that cover various aspects of user experience design including an introduction to good design principles, a shift to user-centered design, interaction design, and mobile design considerations. The document emphasizes designing for the user through techniques like personas, customer journeys, prototypes, and optimizing the user interface. It also discusses persuasive design methods and the evolution of elements like the shopping cart to provide a more seamless user experience. The goal of the workshop is to explore standards and trends in user experience design and how they can create a more gratifying experience for users.
Design Thinking Introduction & Workshop - NoVA UXJohn Whalen
The document describes a design thinking workshop focused on improving the airport security process. It outlines the agenda, which includes an introduction to design thinking, introducing a problem, and using design thinking to create solutions. The problem presented involves making it easier for a family traveling with young children to get through airport security. Participants worked in teams to develop solutions using design thinking techniques like empathizing with users, defining the problem, brainstorming ideas, and prototyping solutions. One team's solution, called "Mount Doom", was selected as the winning design.
This presentation was given at a Design Thinking workshop as part of Philly Tech Week 2017. Topics covered include an intro to design thinking, a User Journey mapping activity, and a Team Design Challenge.
How to Create Compelling Value Propositions That Turns Prospects into CustomersKissmetrics on SlideShare
The document describes an October 2014 presentation by Alex Osterwalder on creating compelling value propositions. Osterwalder is an entrepreneur and inventor of the Business Model Canvas, a tool used by organizations to visualize and design business models. The presentation provides information on Osterwalder and encourages participants to join the conversation on Twitter.
Innovation and creativity 01 introduction and basic conceptsKamal AL MASRI
This document provides an introduction to creativity and innovation by Kamal M. Al Masri. It defines creativity as the generation of new, novel ideas and defines innovation as applying creative ideas to develop new products and services. Innovation is important for organizations and nations to adapt to changing needs, compete, and survive. While creativity involves idea generation, innovation requires implementing ideas to create value for customers. The document discusses disciplines related to innovation and distinguishes innovation from related concepts like invention, design, and entrepreneurship.
This document discusses principles and exercises from IBM Design Thinking and a UXPA workshop. It describes design thinking principles like prototyping, evaluating, understanding and exploring. It outlines exercises for teams to map out user empathy and analyze a user's current experience through scenario mapping in order to understand pain points and opportunities for improvement. The goal is to move from observations to insights about the user and visualize their workflow to identify areas for better designing experiences centered around user needs.
Design Thinking and Innovation Course - IntroductionIngo Rauth
This slide deck is the introductory slide deck for a course on design thinking and innovation. It has been taught at Chalmers University of Technology, Sweden. All slides are released under creative commons. Feel free to use them in your education program and let us know about the results and feel free to comment regarding improvements.
These are the figures of my Handbook of Design Thinking. Some figures will be further developed and publsihed in my book "Design Thinking for Dummies", which will be published on 28 July 2020.
This document provides an overview of a user experience workshop focused on good design. The workshop consists of 5 chapters that cover various aspects of user experience design including an introduction to good design principles, a shift to user-centered design, interaction design, and mobile design considerations. The document emphasizes designing for the user through techniques like personas, customer journeys, prototypes, and optimizing the user interface. It also discusses persuasive design methods and the evolution of elements like the shopping cart to provide a more seamless user experience. The goal of the workshop is to explore standards and trends in user experience design and how they can create a more gratifying experience for users.
Design Thinking Introduction & Workshop - NoVA UXJohn Whalen
The document describes a design thinking workshop focused on improving the airport security process. It outlines the agenda, which includes an introduction to design thinking, introducing a problem, and using design thinking to create solutions. The problem presented involves making it easier for a family traveling with young children to get through airport security. Participants worked in teams to develop solutions using design thinking techniques like empathizing with users, defining the problem, brainstorming ideas, and prototyping solutions. One team's solution, called "Mount Doom", was selected as the winning design.
This presentation was given at a Design Thinking workshop as part of Philly Tech Week 2017. Topics covered include an intro to design thinking, a User Journey mapping activity, and a Team Design Challenge.
How to Create Compelling Value Propositions That Turns Prospects into CustomersKissmetrics on SlideShare
The document describes an October 2014 presentation by Alex Osterwalder on creating compelling value propositions. Osterwalder is an entrepreneur and inventor of the Business Model Canvas, a tool used by organizations to visualize and design business models. The presentation provides information on Osterwalder and encourages participants to join the conversation on Twitter.
The 6-stage UX design process includes: 1) Understanding user needs through research, 2) Researching competitors and design trends, 3) Brainstorming and sketching ideas through wireframes, 4) Finalizing visual design specs, 5) Implementing the design, and 6) Evaluating the experience based on usability and fulfillment of user needs. Stakeholders provide feedback at key stages to refine the design which aims to solve user problems through an intuitive experience.
An introductory workshop on innovation delivered on May 19 2103 to Bedaya Center, Doha, Qatar. The objective was to explore the understanding of innovation using stories, examples and interactive exercises. The workshop was a great success and received excellent reviews filled by the attendees.
The document discusses user experience (UX) and how it differs from common sense and information architecture. UX focuses on understanding user needs and designing products and services to meet those needs. The value of UX is that it leads to faster and better solutions, greater productivity, and helps companies avoid failures caused by not understanding users. UX combines skills like strategy, research, design and development to simplify complexity and create desirable, feasible and viable solutions from the user's perspective. It is important to involve UX early in projects to avoid costly redesigns later. The amount of time a UX project takes depends on its scope, from a few days for simple projects to over a month for complex ones.
This document discusses design thinking from the perspectives of a graphic designer, business experts, and business school deans. It describes Bruce Mau's "Massive Change Exhibition" and how it framed design as shaping the world. Business advisor Daniel Pink and author argues design thinking relies on right-brain abilities and will be important in the future. Roger Martin, dean of Rotman School of Management, believes design thinking can provide a competitive advantage and business education should incorporate its principles of abductive reasoning.
This document provides an overview of user-centered design. It defines user experience as how a person feels when interacting with a system or product. It then explains that user-centered design is a multi-stage process that involves understanding users' needs through research, designing with the user in mind, and testing designs with real users. The document outlines the user-centered design process and its stages of discovery, definition, design, validation, development and launch. It concludes by listing the benefits of taking a user-centered approach, such as increasing user satisfaction, performance and credibility while reducing costs.
Explore this presentation to comprehend the essential design theories, popular concepts, methodologies, and ideologies of UX Design. To explore more about UX, you can visit our UX/UI Design courses page - https://www.admecindia.co.in/ui-and-ux-courses
This document contains a summary of a presentation by Harsh Jawharkar on design thinking for business strategy. It discusses key concepts in design thinking including observation, empathy, ideation, conceptualization through storytelling and modeling, prototyping, and being "T-shaped". It provides examples of how design thinking differs from a traditional business approach and could be applied to a case study of The Gap, examining customer environments, interactions and activities rather than just revenues and costs. The document recommends design thinking resources available through the presenter's Google Reader feed.
This document provides an overview of the innovation process from idea to commercialization. It discusses idea generation techniques, developing prototypes, intellectual property protection, and building a business model. The business model canvas is introduced as a tool to sketch out key aspects of a business like customer segments, value propositions, revenue streams, and costs. Customer development is emphasized as critical, with the quote that anything not saleable is not worth inventing. References to further resources on business models and innovation management are also provided.
Creativity involves generating new ideas, solutions, or ways of looking at problems. Innovation is taking those creative ideas and implementing them successfully. There are different types of innovation including product, process, business model, marketing, and organizational innovation. To promote creativity and innovation, businesses should educate and train employees, encourage brainstorming and thinking time, reward new ideas, and remove obstacles to creative thinking. Barriers to creativity can include mindset, personal blocks, and organizational resistance to change.
The document discusses innovation process management (IPM) in healthcare. IPM uses tools and workflows to help healthcare institutions rationalize, coordinate, and focus innovative thinking and efforts. It enables ideas to thrive and technologies to come to market by examining how knowledge and ideas can be converted into improved products, processes, or services. The IPM solution addresses the end-to-end innovation management process through stages including strategize, capture, formulate, evaluate, define, and select. This helps healthcare organizations foster a culture of innovation and manage the process in an objective, strategic manner.
The presentation I used in the two sessions I did on introduction to UI/UX Engineering for undergraduate students in the Vavuniya Campus of the University of Jaffna and the Trincomalee Campus, Eastern University.
This document contains slides from a presentation on user experience (UX) design. It discusses UX principles and processes, design mantras, and hands-on experience with UX. Various slides pose questions about usability, how to improve a product's usability, and how to evaluate products. Other slides discuss user-centric design, thinking from the user's perspective, and designing for errors rather than just success.
User personas are representations of target users that are created based on research to emphasize their goals, limitations, and behaviors. They are used in user-centered design to keep the focus on the user experience. Personas are developed through planning research activities, gathering data on users from methods like interviews and surveys, analyzing the data for patterns to group users, and then creating profiles with names, photos and details about their demographic information, goals, environments and representative quotes. The persona description is a design deliverable that provides a shared understanding of the target user for the whole team throughout the design process.
Never Miss An Opportunity: How ISO 56000 Enables an Innovative OrganizationShelley Reece
One of the challenges for innovators is how to integrate innovation with Quality Management (QMS) and balance the culture of creativity with execution. Join Peter Merrill as he walks us through the newly published ISO 56000 series on Innovation Management, specifically the Guidance Standard ISO 56002 that discusses how to establish an Innovation Management System (IMS). He will take you through the elements of innovation management from strategy development, through risk assessment to solution delivery.
The Startup Design Toolkit - a design-thinking approach to startups and produ...Alejandro Rios Peña
When PMs or entrepreneurs tackle a new product venture, they need to acquire and combine skills and tools from the Development, Business and Design fields. In this session, the following topics will be introduced:
- Is there really a formula for new product or startup success?
- What is Design-Thinking and how it is driving innovation around the world?
- Building a Toolkit: a subset of practical tools curated from the Lean Startup, Customer Development, Design-Thinking and other methods, to really help entrepreneurs to accelerate and find a scalable business model.
http://productcampsf.com/proposed-session-a-design-thinking-approach-to-pm-and-startups/
1. The document discusses various aspects of innovation including identifying bottlenecks, creating opportunities, achieving focus, engaging commitment, making ideas possible, and making innovations happen through proper project management.
2. It provides examples of why innovations may fail such as lack of leadership, barriers to progress, and not setting up the right type of project.
3. Key steps in the innovation process are outlined including organizing to manage ideas, assessing ideas for value and fit, removing barriers, and de-risking innovations internally and externally.
The document outlines 6 key design thinking principles: seeing the hidden by taking a step back to reframe challenges from different angles; embracing collaborative and multi-disciplinary work to gain different perspectives; gaining a deeper understanding of users through research to uncover real needs; encouraging wild ideas without restraint in ideation; testing concepts quickly with low-cost prototypes; and taking a holistic view to create value for all in integration.
Dylan Thomas' presentation from World Usability Day on 14th November 2013.
Dark patterns are anti-patterns with a nefarious purpose - intentionally flawed designs. Carefully-crafted ‘bad’ designs; built with a pinch of psychology and a healthy dose of trickery. This is an introduction to this interesting, and often fun, side of web design and some of the methods used by companies to swindle and snare their users. This is not user-centred design!
Design thinking is a human-centered, creative problem-solving approach that brings together what is desirable from a human point of view, what is technologically feasible, and what is economically viable. It uses five tools for rapid innovation: understanding human needs through three lenses, divergent and convergent thinking, bias toward action, and understanding experiences through stories and feelings rather than just facts and data. The document provides examples of design thinking innovations at Waipahu High School such as improved lunch service and custodian team t-shirts.
GROWTH HACKING MAGIC? GOING BEYOND THE HYPE TO TAKE YOUR BUSINESS TO THE NEXT...HubSpot
This document discusses growth hacking and how companies can take their business to the next level. It describes how competition for attention is increasing while channels are rapidly evolving. Some startups have found huge success with little traditional marketing by using growth hacking, which involves experimenting with all growth levers through a process of idea generation, prioritization, testing, analysis, and optimization. The document provides examples of growth hacks from companies like Dropbox, Hubspot, Yammer, and LinkedIn and outlines a process for companies to find their own growth hacks through exploration of areas, inspiration from success data, and relentless experimentation.
This document describes a lesson on developing synthesis skills. It explains that synthesis involves deconstructing information by identifying key details, then reconstructing it to gain new understanding. Examples provided include using synthesis to understand the meaning of an image showing a geography lesson, and working out the highest common factor of several numbers by listing their common factors. Later activities involve using synthesis to interpret images and newspaper headlines from different subject perspectives. Students are asked to develop a standard operating procedure for applying synthesis that could help with their end-of-term assessments across all subjects.
Design Thinking and Innovation Course - Day 2 - Teams and InnovationIngo Rauth
This slide deck is the introductory slide deck for a course on design thinking and innovation. It has been taught at Chalmers University of Technology, Sweden. All slides are released under creative commons. Feel free to use them in your education program and let us know about the results and feel free to comment regarding improvements.
The 6-stage UX design process includes: 1) Understanding user needs through research, 2) Researching competitors and design trends, 3) Brainstorming and sketching ideas through wireframes, 4) Finalizing visual design specs, 5) Implementing the design, and 6) Evaluating the experience based on usability and fulfillment of user needs. Stakeholders provide feedback at key stages to refine the design which aims to solve user problems through an intuitive experience.
An introductory workshop on innovation delivered on May 19 2103 to Bedaya Center, Doha, Qatar. The objective was to explore the understanding of innovation using stories, examples and interactive exercises. The workshop was a great success and received excellent reviews filled by the attendees.
The document discusses user experience (UX) and how it differs from common sense and information architecture. UX focuses on understanding user needs and designing products and services to meet those needs. The value of UX is that it leads to faster and better solutions, greater productivity, and helps companies avoid failures caused by not understanding users. UX combines skills like strategy, research, design and development to simplify complexity and create desirable, feasible and viable solutions from the user's perspective. It is important to involve UX early in projects to avoid costly redesigns later. The amount of time a UX project takes depends on its scope, from a few days for simple projects to over a month for complex ones.
This document discusses design thinking from the perspectives of a graphic designer, business experts, and business school deans. It describes Bruce Mau's "Massive Change Exhibition" and how it framed design as shaping the world. Business advisor Daniel Pink and author argues design thinking relies on right-brain abilities and will be important in the future. Roger Martin, dean of Rotman School of Management, believes design thinking can provide a competitive advantage and business education should incorporate its principles of abductive reasoning.
This document provides an overview of user-centered design. It defines user experience as how a person feels when interacting with a system or product. It then explains that user-centered design is a multi-stage process that involves understanding users' needs through research, designing with the user in mind, and testing designs with real users. The document outlines the user-centered design process and its stages of discovery, definition, design, validation, development and launch. It concludes by listing the benefits of taking a user-centered approach, such as increasing user satisfaction, performance and credibility while reducing costs.
Explore this presentation to comprehend the essential design theories, popular concepts, methodologies, and ideologies of UX Design. To explore more about UX, you can visit our UX/UI Design courses page - https://www.admecindia.co.in/ui-and-ux-courses
This document contains a summary of a presentation by Harsh Jawharkar on design thinking for business strategy. It discusses key concepts in design thinking including observation, empathy, ideation, conceptualization through storytelling and modeling, prototyping, and being "T-shaped". It provides examples of how design thinking differs from a traditional business approach and could be applied to a case study of The Gap, examining customer environments, interactions and activities rather than just revenues and costs. The document recommends design thinking resources available through the presenter's Google Reader feed.
This document provides an overview of the innovation process from idea to commercialization. It discusses idea generation techniques, developing prototypes, intellectual property protection, and building a business model. The business model canvas is introduced as a tool to sketch out key aspects of a business like customer segments, value propositions, revenue streams, and costs. Customer development is emphasized as critical, with the quote that anything not saleable is not worth inventing. References to further resources on business models and innovation management are also provided.
Creativity involves generating new ideas, solutions, or ways of looking at problems. Innovation is taking those creative ideas and implementing them successfully. There are different types of innovation including product, process, business model, marketing, and organizational innovation. To promote creativity and innovation, businesses should educate and train employees, encourage brainstorming and thinking time, reward new ideas, and remove obstacles to creative thinking. Barriers to creativity can include mindset, personal blocks, and organizational resistance to change.
The document discusses innovation process management (IPM) in healthcare. IPM uses tools and workflows to help healthcare institutions rationalize, coordinate, and focus innovative thinking and efforts. It enables ideas to thrive and technologies to come to market by examining how knowledge and ideas can be converted into improved products, processes, or services. The IPM solution addresses the end-to-end innovation management process through stages including strategize, capture, formulate, evaluate, define, and select. This helps healthcare organizations foster a culture of innovation and manage the process in an objective, strategic manner.
The presentation I used in the two sessions I did on introduction to UI/UX Engineering for undergraduate students in the Vavuniya Campus of the University of Jaffna and the Trincomalee Campus, Eastern University.
This document contains slides from a presentation on user experience (UX) design. It discusses UX principles and processes, design mantras, and hands-on experience with UX. Various slides pose questions about usability, how to improve a product's usability, and how to evaluate products. Other slides discuss user-centric design, thinking from the user's perspective, and designing for errors rather than just success.
User personas are representations of target users that are created based on research to emphasize their goals, limitations, and behaviors. They are used in user-centered design to keep the focus on the user experience. Personas are developed through planning research activities, gathering data on users from methods like interviews and surveys, analyzing the data for patterns to group users, and then creating profiles with names, photos and details about their demographic information, goals, environments and representative quotes. The persona description is a design deliverable that provides a shared understanding of the target user for the whole team throughout the design process.
Never Miss An Opportunity: How ISO 56000 Enables an Innovative OrganizationShelley Reece
One of the challenges for innovators is how to integrate innovation with Quality Management (QMS) and balance the culture of creativity with execution. Join Peter Merrill as he walks us through the newly published ISO 56000 series on Innovation Management, specifically the Guidance Standard ISO 56002 that discusses how to establish an Innovation Management System (IMS). He will take you through the elements of innovation management from strategy development, through risk assessment to solution delivery.
The Startup Design Toolkit - a design-thinking approach to startups and produ...Alejandro Rios Peña
When PMs or entrepreneurs tackle a new product venture, they need to acquire and combine skills and tools from the Development, Business and Design fields. In this session, the following topics will be introduced:
- Is there really a formula for new product or startup success?
- What is Design-Thinking and how it is driving innovation around the world?
- Building a Toolkit: a subset of practical tools curated from the Lean Startup, Customer Development, Design-Thinking and other methods, to really help entrepreneurs to accelerate and find a scalable business model.
http://productcampsf.com/proposed-session-a-design-thinking-approach-to-pm-and-startups/
1. The document discusses various aspects of innovation including identifying bottlenecks, creating opportunities, achieving focus, engaging commitment, making ideas possible, and making innovations happen through proper project management.
2. It provides examples of why innovations may fail such as lack of leadership, barriers to progress, and not setting up the right type of project.
3. Key steps in the innovation process are outlined including organizing to manage ideas, assessing ideas for value and fit, removing barriers, and de-risking innovations internally and externally.
The document outlines 6 key design thinking principles: seeing the hidden by taking a step back to reframe challenges from different angles; embracing collaborative and multi-disciplinary work to gain different perspectives; gaining a deeper understanding of users through research to uncover real needs; encouraging wild ideas without restraint in ideation; testing concepts quickly with low-cost prototypes; and taking a holistic view to create value for all in integration.
Dylan Thomas' presentation from World Usability Day on 14th November 2013.
Dark patterns are anti-patterns with a nefarious purpose - intentionally flawed designs. Carefully-crafted ‘bad’ designs; built with a pinch of psychology and a healthy dose of trickery. This is an introduction to this interesting, and often fun, side of web design and some of the methods used by companies to swindle and snare their users. This is not user-centred design!
Design thinking is a human-centered, creative problem-solving approach that brings together what is desirable from a human point of view, what is technologically feasible, and what is economically viable. It uses five tools for rapid innovation: understanding human needs through three lenses, divergent and convergent thinking, bias toward action, and understanding experiences through stories and feelings rather than just facts and data. The document provides examples of design thinking innovations at Waipahu High School such as improved lunch service and custodian team t-shirts.
GROWTH HACKING MAGIC? GOING BEYOND THE HYPE TO TAKE YOUR BUSINESS TO THE NEXT...HubSpot
This document discusses growth hacking and how companies can take their business to the next level. It describes how competition for attention is increasing while channels are rapidly evolving. Some startups have found huge success with little traditional marketing by using growth hacking, which involves experimenting with all growth levers through a process of idea generation, prioritization, testing, analysis, and optimization. The document provides examples of growth hacks from companies like Dropbox, Hubspot, Yammer, and LinkedIn and outlines a process for companies to find their own growth hacks through exploration of areas, inspiration from success data, and relentless experimentation.
This document describes a lesson on developing synthesis skills. It explains that synthesis involves deconstructing information by identifying key details, then reconstructing it to gain new understanding. Examples provided include using synthesis to understand the meaning of an image showing a geography lesson, and working out the highest common factor of several numbers by listing their common factors. Later activities involve using synthesis to interpret images and newspaper headlines from different subject perspectives. Students are asked to develop a standard operating procedure for applying synthesis that could help with their end-of-term assessments across all subjects.
Design Thinking and Innovation Course - Day 2 - Teams and InnovationIngo Rauth
This slide deck is the introductory slide deck for a course on design thinking and innovation. It has been taught at Chalmers University of Technology, Sweden. All slides are released under creative commons. Feel free to use them in your education program and let us know about the results and feel free to comment regarding improvements.
The document provides an introduction to design synthesis. It discusses different types of problems including well-structured problems, ill-structured problems, and wicked problems. It then outlines the design synthesis process, which involves ethnography, synthesis, and prototyping. Synthesis is described as making meaning through abductive sensemaking and reframing. Various synthesis methods are presented, such as externalizing the process, diagramming, interpreting heavily, telling stories, shifting perspectives and contexts, and combining insights. The document concludes by discussing insight combination as a method for generating initial design ideas.
Bloom's Taxonomy outlines six levels of learning: knowledge, comprehension, application, analysis, synthesis, and evaluation. Each level builds on the previous ones as thinking becomes more complex. The levels progress from basic recall or recognition of facts, concepts and ideas to more complex and abstract mental levels including evaluating, analyzing and creating new ideas or products.
Industrial design has traditionally focused on late-stage product development and solutions, with designers trained to generate visual ideas and test products independently. In contrast, design thinking engages designers earlier in the process to frame problems through user research and concept development with an emphasis on teamwork, facilitation skills, and a user-centered approach using shared mindsets and language.
Ana Pinto da Silva, Microsoft’s Strategic Prototyping and Advanced Strategies Group (StratPro)
Design for Innovation: Shaping Design in the 21st Century
The physical/digital divide is closing. NUI is becoming normal. Social Media feels old-hat and “Big Data” is a fact of life. As the tech revolution moves from adolescence into full-fledged adulthood, the lines between design disciplines are increasingly blurred and new design paradigms are emerging, profoundly affecting the ways in which designers work, innovate and create change. At this critical juncture in the digital revolution, what is the future of design innovation?
Designers are change makers. Designers are a critical part of the world’s imaginative engine, marking and celebrating even the most mundane moments of the human endeavor. Designers help frame lenses through which we understand and communicate who we are and how we relate to each other – as individuals, as tribes, as communities at every scale. Design marks the cleaving point between art, technology, business, science and culture. Ultimately, design shapes action and at its best, serves as a cultural change agent in the service celebrating the arc of human potential.
What is the future of design innovation? What technological, cultural and demographic forces will shape the way we practice design? How will design impact the development of technology? What does this mean for traditional and emergent design disciplines? What does it mean to be a designer in the 21st Century? In what ways will designers act as disruptors and change agents? What central problems are designers especially positioned to solve?
This talk will take a broad look at the future of design and design innovation, contextualizing the role of design in the past century and looking forward to the century ahead to understand the future potential of design innovation.
The document discusses using design driven innovation to transform everyday products into experiences. It uses the example of transforming a coffee brewer from a utilitarian device into a coffee experience. The document advocates using human-centered design and design driven innovation to discover and fulfill unmet needs, and provides examples of how this approach could drive both incremental and radical changes to technologies like transportation and healthcare.
Understanding the Economic Value of Design v1Chris Finlay
Design has long struggled to justify its value as a business activity, and while it has gained ground it is still losing too often. Designers know it is the primary source of innovation, problem solving, and is one of the few truly sustainable competitive advantages.
What designers don't realize is that most business activities are either belief or superstition, rather than based on a reliable return on investment (ROI) calculation. Business people and designers lack a shared understanding of how design creates value, and so they use their specialized language to defend their position, and ultimately reduce the competitiveness of the business.
This is a work in progress on that issue, by Chris Finlay and Jason Gaikowski, focused on creating a critical chain of logic to help both business people and designers understand how to create value together.
This document provides an overview of a tutorial on VHDL synthesis, place and route for FPGA and ASIC technologies. The tutorial covers VHDL coding styles, FPGA synthesis, place and route, a demo of FPGA synthesis and place and route, ASIC synthesis, place and route, and a demo of ASIC synthesis and place and route. The outline indicates it will also cover conclusions and further reading.
Two models of design-driven innovation - UX AustraliaSteve Baty
The drive for innovation in products and services and a culture of ‘fail early; fail often’ has bred a desire for very early prototypes. This approach lends itself to an entire industry tackling a problem or for the venture capitalists funding them. It can be broadly characterised as hypothesis-led. It is much less appropriate or advantageous for an individual project team within an established industry attempting to reinvent an existing product/service category. For these teams, an insight-led approach in which multiple concepts are developed in parallel is more appropriate.
This presentation will give an introduction to each of these two dominant models of design-driven innovation. It will look at the advantages and disadvantages of each; and look at the issue of localised optimal solutions and what this means for innovation.
This document discusses the added value of design and well-managed design. It provides tips for honorary consuls to promote the management of design, for Austrian entrepreneurs to professionalize design management to increase returns on design investments, and for Dutch designers to only work for companies that manage design well for a sustainable relationship. Well-managed design is said to build competitive advantage for companies and organizations when managed effectively and efficiently.
Design Thinking and Innovation course - Day 3 - Design EthnographyIngo Rauth
This slide deck is the introductory slide deck for a course on design thinking and innovation. It has been taught at Chalmers University of Technology, Sweden. All slides are released under creative commons. Feel free to use them in your education program and let us know about the results and feel free to comment regarding improvements.
Design Thinking and Innovation Course SyllabusIngo Rauth
The syllabus had been developed as part of a course on design thinking and innovation (TEK495) at Chalmers University of Technology, Sweden. It extends common elements of design thinking courses with innovation theory. All slides are available as well. If you have questions or further information, feel free to contact the author.
The document discusses design thinking as an approach to innovation that involves understanding user needs through empathy, visualizing insights through prototyping, and collaborating across disciplines. It outlines key principles of design thinking, such as embracing ambiguity, asking the right questions over providing answers, learning through building ideas, and creating change by bringing ideas to life. The document argues that design thinking can help organizations prepare for innovation by creating commitment through collaboration and finding deep insights through diverse perspectives.
The document provides information about Bloom's Taxonomy, which categorizes different levels of thinking and learning. It presents the six levels from lowest to highest order: Knowledge, Comprehension, Application, Analysis, Synthesis, and Evaluation. For each level, it gives examples of related cognitive processes and thinking skills as well as sample verbs that could be used to frame learning objectives or assessment questions targeting that level. It also provides examples applying Bloom's Taxonomy to analyze thinking levels required by tasks and questions related to common stories.
The document discusses the Lean Startup methodology, which involves building a minimum viable product, measuring customer behavior, and using validated learning to improve the product through an iterative process. Some key principles are minimizing time in the build-measure-learn loop, pivoting based on learnings before running out of resources, and using metrics that are actionable, accessible, and auditable. Pioneers of Lean Startup include Eric Ries and Steve Blank. The methodology aims to reduce risk and failure rates for startups facing uncertainty.
Innovation by Design exhibition catalogLiquid Agency
The document describes an exhibition titled "Innovation by Design" that was held at Liquid Space PDX from May 1 to August 1, 2014 and sponsored by Liquid Agency. The exhibition featured diverse innovative products in various categories including furniture, art, apparel, toys, photography and more. Liquid Agency is introduced as a brand experience agency that helps clients develop brand experiences through strategy, creativity and technology.
Who killed Innovation - by Design the Future Tadeusz KifnerTadeusz Kifner
Who can kill innovation in companies & corporations? What drivers stimulate killers of the innovation? Opportunities in the future will demand new types of human approaches. The innovation needs openness & appropriate stimulation but should avoid "Mr Blockers" described in the presentation.
Designing effective user research to discover the truth PeakXD
The truth doesn't cost you anything but a lie could cost you everything. Tania Lang's presentation at UX Australia's Design Research conference March 2019
This document discusses how to hire for innovation and help teams become more innovative. It provides 3 key things to look for when hiring: a track record of invention, T-shaped expertise, and a passion to change the status quo. It then outlines 5 behaviors exhibited by the most innovative companies and executives: questioning, observing, networking, associating, and experimenting. These behaviors include techniques like 5 Whys questioning, observing customers, conducting internal and external networking, brainstorming associations through deep dives, and quickly experimenting through pilots and prototypes. The overall message is that these hiring criteria and innovative behaviors can help make teams and companies more innovative.
This document provides guidance on how to hire for innovation and help teams become more innovative. It outlines 5 key behaviors for developing innovation: questioning, observing, networking, associating, and experimenting. When hiring, look for a track record of invention, T-shaped expertise, and a passion for changing the status quo. Top innovative companies believe innovation is the job of senior executives.
This document discusses using design thinking as a strategy for innovation in audiology. It introduces the five steps of the design thinking process: empathy, definition, ideation, prototyping, and testing. It provides examples of how to apply each step, including conducting empathy mapping, defining problems in a human-centered way, ideating solutions through brainstorming techniques, prototyping ideas, and testing prototypes. The overall goal is to understand how a design-led approach can generate innovative, user-centered solutions for audiology.
Language world thoughful contexts, thoughtful learners webChris Fuller
This document provides guidance and ideas for teaching foreign languages more creatively and engagingly. It discusses potential topics to cover such as house and home, daily routine, and holidays. It offers suggestions for incorporating intercultural understanding, linguistic creativity, spontaneity, and skill development into lessons. Some example lessons are provided, such as one about the Chilean earthquake covering house and home. The document encourages generating vocabulary lists and using word mats in lessons. It discusses exploiting dual language texts and using videos to add cultural context. Homework ideas involve continuing online debates.
ImagineNation LAST Generating Creative Conversations Presentation Janet Sernack
A creative conversation transfers ideas from one mind to another, it also allows you to reveal and remove all obstacles in the way of making creative ideas and inventions happen. It even allows you to see opportunities, realise possibilities and easily solves real-life, personal and business problems.
It’s not that we’ve forgotten how to hold genuine conversations. The problem is much deeper. We’ve stopped learning how to hold a genuine conversation.
The good news is we can all learn it. All this ability demands is the ability to be observant, having a core skill-set and following the four key steps in the generative discovery cycle.
Design Thinking as a Strategy for Innovation in AudiologyQUT
This document outlines how design thinking can be used as a strategy for innovation in audiology. It discusses the five steps of the design thinking process: empathy, definition, ideation, prototyping, and testing. It provides examples of how each step can be applied, such as using empathy mapping to understand patient experiences and brainstorming solutions during the ideation stage. The overall message is that a human-centered, design-led approach can generate innovative solutions to problems in healthcare fields like audiology.
Field of Study - how to create Passion Projects in Primary ClassesClare Greenup
Google previously allowed engineers to spend 20% of their time working on personal projects, which led to innovations like Gmail, AdSense, and Google News. However, the article states this policy is now "as good as dead" as it is no longer actively used at Google. The document then discusses strategies for implementing a similar program called "FOS" (Focus on Success) in a school, where students spend one hour per week working on self-directed projects. It outlines scaffolding the projects with proposal systems, non-Googleable questions, marking rubrics, and culminating with a speech and exhibition to share their work.
The document discusses the skills needed for engineers of the future, including critical thinking, collaboration, accountability, emotional intelligence, and learning agility. It provides examples of activities to develop these skills, such as lateral thinking puzzles and group storytelling exercises. The document also presents ideas for engineering projects, such as paper pens that plant trees and using copper coins to cool laptops. Overall, the document advocates that engineers need strong soft skills to create new ideas and help innovations become reality.
Communication Skills in Science: Research in 4 minutes (Rin4)Aurelio Ruiz Garcia
DTIC Seminar February 2016. Communication Skills in Science - Research in 4 minutes (Rin4) competition at Universitat Pompeu Fabra, Barcelona.
Aurelio Ruiz, Department of Information and Communication Technologies, Unit of Excellence María de Maeztu
This document contains assignments and answers related to an Integrated Personality Development Course. It discusses six game changer thoughts to restructure one's life, four types of quotients (physical, intellectual, emotional, spiritual), how to develop good habits and change bad ones, habits of successful people, and the downsides of social media. It also contains questions and answers about soft skills and types, how to justify purchasing a smartphone, decision making methodology, aspects of the Akshardham Monument in Delhi, and what it means to "lead without a title."
An Introduction to Design Thinking - DevDay Conference ColomboRaomal Perera
The document provides an introduction to design thinking by Raomal Perera. It outlines Perera's background working with companies like Intel, INSEAD, and the World Economic Forum. The presentation then discusses what design thinking is, emphasizing that it is an experimental and iterative process to solve problems by combining creative and analytical thinking. It provides examples of how IDEO uses empathy, ideation, prototyping and testing to redesign products through collaboration. The document encourages participants to experience design thinking through a challenge.
The Ultimate STEM Challenge 2018/19 is a competition for UK students aged 11-14 to develop solutions to real-world problems using STEM skills. Students form teams to reimagine products or processes that could improve lives. Entries are judged on their demonstration of STEM concepts, prototype development, potential to help others, and clear explanation. Winning teams receive prizes including a trip to the Science Museum grand final. The document provides guidance on identifying problems, researching solutions, prototyping ideas, testing and refining designs, and submitting final entries as PowerPoint presentations or YouTube videos along with supporting documents.
This document provides an overview of how to identify a research problem or idea. It discusses the difference between school homework and college research, and qualities of good research skills like curiosity, attentiveness, patience, and hands-on construction. It also covers creativity and innovation, defining problems, tools for creating new ideas, and overcoming the "intelligence trap" to foster more innovative thinking.
This document outlines the process and activities for a challenge to develop solutions that create impact. It involves defining problems, ideating concepts, testing feasibility, and delivering solutions through converging and diverging phases. Participants are guided to define target users, partners, and scope of impact. The process focuses on understanding needs, benefits, resources, and touchpoints through user research. It aims to develop solutions in collaboration with partners and users to maximize real-world impact.
This document discusses the Spirals of Inquiry framework for transforming learning in schools through collaborative teaching and inquiry. It provides an overview of the phases of scanning, focusing, developing hunches, learning, taking action, and checking, and emphasizes the importance of involving learners, whānau, and communities. Various tools and methods are presented for each phase, such as learner maps for scanning, developing top ideas through brainstorming, and using data to identify themes and develop hunches. Collective professional learning and the development of agency through collaborative inquiry are positioned as key.
1) The document provides guidance on how to summarize a research report into a proposal. It outlines key questions to consider about the research importance, methods, results, and recommendations.
2) It instructs the reader to "shake down" their report and extract the essential elements needed for a proposal, such as the problem, objectives, solution, and resources.
3) The reader is encouraged to use superstructures on introduction, problem, objectives, etc. to pull their report data into a proposal format that will compel the desired action from the audience.
Powerful questions for learning and innovationAngela Peery
This document outlines an agenda for a seminar on powerful questions for learning and innovation. The seminar aims to (1) explore the power of effective questions, (2) investigate how listening is more critical than asking questions, and (3) connect questioning to innovation. Various questioning techniques are discussed, such as open-ended, reflective, clarifying and divergent questions. The role of listening in questioning is also addressed. The seminar concludes by relating questioning to different types of innovative thinking and problem-solving templates.
'Sound-bites' are the useful takeaways or narrative fragments from conversations and presentations. When we only hear the 'sound-bites', we lose valuable information and will end up with poor outcomes.
This session will explore the typical reactions that we get to our 'sound-bite' rallying cries like 'Celebrate Failure'. The reactions vary from the hoped for enthusiastic embrace all the way to disappointing disengagement...where our colleagues treat us as foolish for suggesting such a thing could be good in their workplace. These reactions are what we leave behind and the enthusiastic embrace can be just as harmful as the disappointing disengagement – in some ways the former is more dangerous and we need to be careful that what we leave behind does not cause any damage.
We will unpack 'celebrate failure' and explain a healthier way to interpret the intention behind the 'sound-bite' as a means to explore boundaries in complex systems.
History shows us that people with the best intentions can be misunderstood and many years later treated as creators of our current woes, an example being The Principles of Scientific Management by F.W. Taylor. In 100 years, what will people think of Lean and Agile? If we take another look, we can see a pattern emerging where Scientific Management can identify Best Practices in the Obvious Domain, Systems Thinking applies nicely in the Complicated Domain and the concepts of probe, sense and respond allow us to explore complexity more effectively.
By using the modern 'Celebrate Failure' example and lessons from history, this session will remind us all to be careful with what we leave behind in every conversation.
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Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
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Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
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1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
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Design Thinking and Innovation Course - Day 4 - Synthesis
1. TEK495 - Design & Innovation
Day 3
Introduction to Synthesis
A crash course on how to make meaning out of data
TEK495
Jan Schmiedgen
September 14, 2015
Course conceptualization, and previous versions developed with Ingo Rauth, Kira Krämer
2. TEK495 - Design & Innovation
Comic by Tom Chalklay in the December 1982 issue of THE FUTURIST - right is granted by courtesy of the World
Future Society Society, 3220 N Street NW, Suite 161, Washington, DC 20007. http://www.wfs.org
4. TEK495 - Design & Innovation
Reflection
#2 Interviewing
Think about one reflection you want to
share in 30 sec.
4-5x share reflection in 30 sec, the others
try to sketch the main idea.
Reflect upon your reflections
1min
5min
5min
5. TEK495 - Design & Innovation
Design Thinking Process
Introduction to Synthesis
5
Source: Stanford University, d.school
EMPATHIZE
DEFINE
IDEATE
PROTOTYPE
TEST
6. TEK495 - Design & Innovation
PROBLEM
SPACE
Wrestle with the problem from
different angles
#1 Synthesis
7. TEK495 - Design & Innovation
PROBLEM
SPACE
Wrestle with the problem from
different angles
#1 Synthesis
8. TEK495 - Design & Innovation
PROBLEM
SPACE
Wrestle with the problem from
different angles
#1 Synthesis
9. TEK495 - Design & Innovation
PROBLEM
SPACE
Wrestle with the problem from
different angles
#1 Synthesis
10. TEK495 - Design & Innovation
Challenging client’s challenge
#1 Synthesis
BEST PRACTICE
“General anaesthesia should be preferred in
preterm or small children as safety and
success are predictable.
For optimal performance trained, experienced
and certified personnel, appropriate drugs for
the individual patient risk profile and sufficient
monitoring equipment are essential.”
Anaesthesia or sedation for MRI in children.
(2010), Schulte-Uentrop L1, Goepfert MS.
Image Source: Background -wikimedia.org, child - wikimedia.org
11. TEK495 - Design & Innovation
Reframe the challenge
#1 Synthesis
User: Kids which need to undergo an MRI scan.
Need: Want to play and have fun.
Insight: Kids voluntarily participate in things they perceive as fun and adventure
“How might we turn MRI scans into an fun adventure?”
12. TEK495 - Design & Innovation 12
#1 Synthesis
GE
Video: Pittsburg Chidrens Hosptial Makes Visits Fun for Kids
13. TEK495 - Design & Innovation
Challenging client’s challenge
#1 Synthesis
BRIEFING & BACKGROUND INFORMATION
Physical Activity
● Only one in three children are physically active every day.1
● Less than 5% of adults participate in 30 minutes of physical activity each day;2
only one
receive the recommended amount of physical activity each week.3
● Only 35 – 44% of adults 75 years or older are physically active, and 28-34% of adults ag
physically active.4
● More than 80% of adults do not meet the guidelines for both aerobic and muscle-strength
activities, and more than 80% of adolescents do not do enough aerobic physical activity
guidelines for youth.5
● In 2013, research found adults in the following states to be most likely to report exercisi
days a week for at least 30 minutes: Vermont (65.3%), Hawaii (62.2%), Montana (60.1%
(60.1%). The least likely were Delaware (46.5%), West Virginia (47.1%) and Alabama
national average for regular exercise is 51.6%.6
● Children now spend more than seven and a half hours a day in front of a screen (e.g., T
computer).7
● Nationwide, 25.6% of persons with a disability reported being physically inactive durin
compared to 12.8% of those without a disability.3
● Only about one in five homes have parks within a half-mile, and about the same numbe
or recreation center within that distance.5
● Only 6 states (Illinois, Hawaii, Massachusetts, Mississippi, New York and Vermont) re
education in every grade, K-12.22
● 28.0% of Americans, or 80.2 million people, aged six and older are physically inactive
● Nearly one-third of high school students play video or computer games for 3 or more h
average school day.24
Problem:
Teenagers need to
eat nutritious food
because vitamins are
vital to good health.
#1 Synthesis
14. TEK495 - Design & Innovation
“Garbage in garbage out” …
#1 Synthesis#1 Synthesis
superficial good ideas
superficial good insights
superficial good data
IMAGE: DESPOSITPHOTOS
15. TEK495 - Design & Innovation
Analysis Synthesis
Unpack
what you heard
and observed
Explore
your data
Connect
how data and
information
points relate to
each other
Model
current reality,
what you want
to find out
Conceive
possible futures
/ what might be
Ideation
17. TEK495 - Design & Innovation
Unpack your data round
#1 Analysis
18. TEK495 - Design & Innovation
Unpack your data round 1
#1 Analysis
What to share:
Whom did you meet?
What was the most memorable /
surprising information?
What motivated or frustrated
him/her?
How to share:
One after another shares findings
Team members write down key
information
Already aggregate similar data
points (post-its) on the board.
Everyone listens & adds.
19. TEK495 - Design & Innovation
Unpack your data round 1
#1 Analysis
Prepare. Which interesting things did you
learn?
Tell you team! Capture notes.
Share in the group!
We are curious to know.
2min
5x5
min
5min
23. TEK495 - Design & Innovation
[Sense-making is] a motivated,continuous effort to
understand connections (which can be among
people, places, and events) in order to anticipate
their trajectories and act effectively.
Klein, G., Moon, B., & Hoffman, R. R. (2006).
24. TEK495 - Design & Innovation
Explore & Connect
#2 (Re) Framing the problem
Interesting or surprising details.
Makes you go “huh.”
NUGGETS
NEEDS
INSIGHTS
“Sophomore year was a really
good time. One time we all
skipped history and went to
McDonalds.”
“If you don’t eat the fries at
lunch, everyone thinks you’re
anorexic, but if you do, you get
fat.” → You can’t win.”
“She needs to feel socially
accepted while eating healthy
food. Social risks are more
dangerous to her than health
risks.”
What’s beneath the need?
Why do you think this user has
this needor why does the user
have thisneed in this context?
Unmet needs revealed by the
nugget. A verb, not a noun.
25. TEK495 - Design & Innovation
Explore & Connect
#2 (Re) Framing the problem
26. TEK495 - Design & Innovation
Explore & Connect
Explore relations, contradictions and
interdependencies. What surprised you?
Select an important problem to work on.
Share in the group!
Who has the problem? Why?
What surprised you (insight)?
Why did you choose it?
10min
5min
5x1
min
#2 (Re) Framing the problem
29. TEK495 - Design & Innovation
Persona examples
Due to copyright reasons, we were not allowed to share the
examples we used in the lectures. We showed three
example, from simple (what we did) to complex.
1) sketched persona
2) complex persona created for industry brief
3) a physical room designed with a life size cardboard
person who lived in it.
#3 Model / Personas
30. TEK495 - Design & Innovation
Choose the right problem statement
A teenager needs to eat
nutritious food
because vitamins are
vital to good health.
#3 Model / Personas
A 9th grade girl at a new
school needs to feel
socially accepted when
eating healthy food
because in her life a
social risk is more
damaging than a health
risk.
31. TEK495 - Design & Innovation
Choose the right problem statement
#3 Model / Personas
A 9th grade girl at a new
school
needs to feel socially
accepted when eating
healthy food
because in her life a
social risk is more
damaging than a health
risk.
USER
+
NEED
+
INSIGHT
32. TEK495 - Design & Innovation
Persona & POV template
Fill out forms in pairs.
Share and discuss in the group.
Reformulate 1 joint persona & pov.
Share in group.
10min
6min
4min
#3 Model / Personas
5min
33. TEK495 - Design & Innovation
“Forced” Framing
#3 Model / Personas
35. TEK495 - Design & Innovation
HMWs and user, need and insight
#4 How might we … ?
User: Kids which need to undergo an MRI scan.
Need: Want to play and have fun.
Insight: Kids voluntarily participate in things they perceive as fun and adventure
“How might we turn MRI scans into an fun adventure?”
36. TEK495 - Design & Innovation
POV to HMW...
#4 How might we … ?
A 9th grade girl at a new school
needs to feel socially accepted
when eating healthy food
because in her life a social risk is
more damaging than a health
risk.
… make healthy eating the norm?
… help Anna feel the long-term
effects of her everyday choices?
… help Anna feel more comfortable
being herself?
… make Anna’s social risks disappear?
… magnify health risks for Anna?
… make eating healthy the
coolest thing to do?
37. TEK495 - Design & Innovation
POV to HMW...
#4 How might we … ?
A 9th grade girl at a new school
needs to feel socially accepted
when eating healthy food
because in her life a social risk is
more damaging than a health
risk.
… make healthy eating the norm?
… help Anna feel the long-term
effects of her everyday choices?
… help Anna feel more comfortable
being herself?
… make Anna’s social risks disappear?
… magnify health risks for Anna?
… make eating healthy the
coolest thing to do?
5min
38. TEK495 - Design & Innovation
Persona & POV template
TEAM: each individual presents his/her
TOP3 HMWs
Discuss, select or distill your top
two HMW questions.
3min
4min
#4 How might we … ?
45. TEK495 - Design & Innovation
References
Alexander, C. (1974). Notes on the Synthesis of Form (Auflage: Revised.). Cambridge: Harvard Univ Pr.
Cooper, A., & Reimann, R. M. (2003). About Face 2.0: The Essentials of Interaction Design (0002 Aufl.).
Indianapolis: Wiley & Sons.
Dorst, K. (2015). Frame Innovation: Create New Thinking by Design. Cambridge, Massachusetts: The
MIT Press.
D.School - Bootcamp-Bootleg - Methodcards.pdf. (o. J.). Abgerufen von
http://dschool.stanford.edu/wp-content/uploads/2011/03/BootcampBootleg2010v2SLIM.pdf
Duarte, N. (2008). Slide:ology: The Art and Science of Creating Great Presentations (1. Aufl.). Beijing ;
Sebastopol, CA: O’Reilly and Associates.
Duarte, N. (2010). Resonate: Present Visual Stories that Transform Audiences (1. Auflage). Hoboken,
N.J: John Wiley & Sons.
Gumienny, R., Dow, S. P., & Meinel, C. (2014). Supporting the Synthesis of Information in Design
Teams. In Proceedings of the 2014 Conference on Designing Interactive Systems (S. 463–472). New
York, NY, USA: ACM. http://doi.org/10.1145/2598510.2598545
46. TEK495 - Design & Innovation
References
Gumienny, R., Lindberg, T., & Meinel, C. (2011). Exploring The Synthesis Of Information In Design
Processes – Opening The Black-Box. DS 68-6: Proceedings of the 18th International Conference on
Engineering Design (ICED 11), Impacting Society through Engineering Design, Vol. 6: Design
Information and Knowledge, Lyngby/Copenhagen, Denmark, 15.-19.08.2011.
Hasso Plattner Institute of Design Stanford. (2010). D.School Bootcamp - Bootleg 2010. Bootleg
Collection of Design Thinking Methods, University of Stanford.
Hey, J. (2007, Juli 24). Recording Ethnographic Observations: Six Useful Frameworks [Blog]. Abgerufen
von http://palojono.blogspot.de/2007/07/recording-ethnographic-observations.html
HMW - How three words make design better. (2011). MX 2011 | Charles Warren. Abgerufen von
http://www.youtube.com/watch?v=mTpa-bJiMp4&feature=youtube_gdata_player
Humantific. (2002, 2012). SenseMaking for ChangeMaking. Abgerufen 7. September 2014, von
http://issuu.com/humantific/docs/humantific_sensemaking4changemaking
Klein, G. (2013). Seeing What Others Don’t: The Remarkable Ways We Gain Insights (First Trade Paper
Edition). PublicAffairs.
47. TEK495 - Design & Innovation
References
Klein, G., Moon, B., & Hoffman, R. R. (2006). Making Sense of Sensemaking 1: Alternative Perspectives.
IEEE Intelligent Systems, 21(4), 70–73. http://doi.org/10.1109/MIS.2006.75
Kolko, J. (2010). Exposing the Magic of Design: A Practitioner’s Guide to the Methods and Theory of
Synthesis (Auflage: 1). Oxford University Press, USA.
Kumar, V. (2012). 101 Design Methods: A Structured Approach for Driving Innovation in Your
Organization (1. Auflage). John Wiley & Sons.
Madsbjerg, C., & Rasmussen, M. B. (2014). The Moment of Clarity: Using the Human Sciences to Solve
Your Toughest Business Problems. Boston, Massachusetts: Harvard Business Review Press.
Martin, B., & Hanington, B. (2012). Universal Methods of Design. Beverly, MA: Rockport Publishers.
Segel, E., & Heer, J. (2010). Narrative Visualization: Telling Stories with Data. IEEE Transactions on
Visualization and Computer Graphics, 16(6), 1139–1148. http://doi.org/10.1109/TVCG.2010.179
Spradlin, D. (2012). Are You Solving the Right Problem? Harvard Business Review, 90(9), 84–93.
VanPatter, G. K. (2012, September 20). Origins of How Might We? Abgerufen von
http://www.humantific.com/origins-of-how-might-we/