Canada has developed an exemplary immigration model that has made the country a global melting pot of cultures and ethnicities. Canada's immigration system is complex but well-articulated, and the country has designed policies to attract skilled immigrants to address issues like an aging population and lack of labor. The immigration system has evolved from discriminatory early policies to a current points-based system that eliminates racial and regional barriers and facilitates skilled migration through initiatives like Express Entry.
Designing on the Ground: Transformative Uses of Design during Social Crises, ...De Andrea Nichols
Presentation for the "From Logos to Protests: Using Design to Start a Movement" session at the AIGA national design conference. Designed and presented by De Andrea Nichols, Founder of Civic Creatives.
The document introduces the concept of mediating artefacts, which is a key principle in their learning design approach. Mediating artefacts originate from sociocultural theory and refer to tools used by practitioners to guide the design process. Examples of mediating artefacts used by practitioners are provided.
The document summarizes a presentation given by Pete Kercher on design for all and accessibility. It discusses the European Institute for Design and Disability (EIDD), which aims to enhance quality of life through universal design. EIDD has 36 member organizations across 21 European countries. The presentation defines design and universal design, noting that considering all users is important for inclusive cultural programs. As populations age, a universal approach to design will be needed for environments, products, and services. Barriers to universal design often involve thinking that something is impossible, too expensive, or has "always been done that way." The presentation advocates design thinking outside the box to solve challenges.
Overview of Catalyst Research project given at FutureEverything conference 2012 giving an insight into the project, how it works, recent projects, including Patchworks and how to get involved.
Catalyst is a research project based at Lancaster University bringing together community groups and academics from social science, computing, design and management science to carry out transformative research on the theme of citizen-led social innovation.
Mission
Catalyst has two primary research questions:
(1) Understanding behaviour: what stimulates people to participate in civic actions and why?
(2) Tools for change: what next-generation digital technologies best support how people want to innovate in a civic action setting?
The Modern Geeks are a cool bunch of lifestyle enthusiasts with a burning passion for technology, fashion and practically anything under the sun. We are the hosts of the infamous Dirty Talk events and we hope to connect with a community bigger than ourselves.
Dirty Talk #3 hosted awesome speakers and entrepreneurs from Gnome & Bow (Mr Quanda Ong), Lithan Academy (Ms Ezen Ho) and Hyde & Co (Mr Derrick Chew).
This is a recap of what our speakers shared with the enthralled audience.
Check out more information about them at:
http://gnomenbow.com
https://www.lithan.com
http://www.hydeandco.com.sg
Check us out for more information and updates, and join us at our next event.
Meetup: http://www.meetup.com/the-modern-geeks/
Facebook: https://www.facebook.com/groups/themoderngeeks/
1. The teacher plans their classes by first selecting a topic from the education ministry's curriculum. They then design interactive activities and use multimedia resources like videos to engage students. Common activities include presentations, comics, sketches, interviews and crafts.
2. The teacher assesses student learning through rubrics tailored to each activity. They evaluate their own teaching by analyzing student assessment results and attention levels.
3. The teacher aims to develop students' communication, digital, cultural and self-directed learning competencies, as outlined in basic education standards.
Canada has developed an exemplary immigration model that has made the country a global melting pot of cultures and ethnicities. Canada's immigration system is complex but well-articulated, and the country has designed policies to attract skilled immigrants to address issues like an aging population and lack of labor. The immigration system has evolved from discriminatory early policies to a current points-based system that eliminates racial and regional barriers and facilitates skilled migration through initiatives like Express Entry.
Designing on the Ground: Transformative Uses of Design during Social Crises, ...De Andrea Nichols
Presentation for the "From Logos to Protests: Using Design to Start a Movement" session at the AIGA national design conference. Designed and presented by De Andrea Nichols, Founder of Civic Creatives.
The document introduces the concept of mediating artefacts, which is a key principle in their learning design approach. Mediating artefacts originate from sociocultural theory and refer to tools used by practitioners to guide the design process. Examples of mediating artefacts used by practitioners are provided.
The document summarizes a presentation given by Pete Kercher on design for all and accessibility. It discusses the European Institute for Design and Disability (EIDD), which aims to enhance quality of life through universal design. EIDD has 36 member organizations across 21 European countries. The presentation defines design and universal design, noting that considering all users is important for inclusive cultural programs. As populations age, a universal approach to design will be needed for environments, products, and services. Barriers to universal design often involve thinking that something is impossible, too expensive, or has "always been done that way." The presentation advocates design thinking outside the box to solve challenges.
Overview of Catalyst Research project given at FutureEverything conference 2012 giving an insight into the project, how it works, recent projects, including Patchworks and how to get involved.
Catalyst is a research project based at Lancaster University bringing together community groups and academics from social science, computing, design and management science to carry out transformative research on the theme of citizen-led social innovation.
Mission
Catalyst has two primary research questions:
(1) Understanding behaviour: what stimulates people to participate in civic actions and why?
(2) Tools for change: what next-generation digital technologies best support how people want to innovate in a civic action setting?
The Modern Geeks are a cool bunch of lifestyle enthusiasts with a burning passion for technology, fashion and practically anything under the sun. We are the hosts of the infamous Dirty Talk events and we hope to connect with a community bigger than ourselves.
Dirty Talk #3 hosted awesome speakers and entrepreneurs from Gnome & Bow (Mr Quanda Ong), Lithan Academy (Ms Ezen Ho) and Hyde & Co (Mr Derrick Chew).
This is a recap of what our speakers shared with the enthralled audience.
Check out more information about them at:
http://gnomenbow.com
https://www.lithan.com
http://www.hydeandco.com.sg
Check us out for more information and updates, and join us at our next event.
Meetup: http://www.meetup.com/the-modern-geeks/
Facebook: https://www.facebook.com/groups/themoderngeeks/
1. The teacher plans their classes by first selecting a topic from the education ministry's curriculum. They then design interactive activities and use multimedia resources like videos to engage students. Common activities include presentations, comics, sketches, interviews and crafts.
2. The teacher assesses student learning through rubrics tailored to each activity. They evaluate their own teaching by analyzing student assessment results and attention levels.
3. The teacher aims to develop students' communication, digital, cultural and self-directed learning competencies, as outlined in basic education standards.
PhD in Design Student - Initial thoughts and questionsRuiCostaMonteiro
This document summarizes Rui Monteiro's PhD research on how design approaches can help creative companies expand internationally. So far, he has conducted a literature review on relevant topics, exploratory interviews to identify key concepts, and discussed his professional experience. The main challenge has been clarifying the relationships between concepts like design, creative industries, internationalization and how organizations, policies and programs apply these concepts. Further research is needed to address this challenge and refine the research questions.
This document discusses how artistic expression and storytelling through art may have a stronger influence on promoting sustainability compared to facts and numbers alone. It explores two artists - Serge Attukwei Clottey from Ghana and Marjetica Potrč from Slovenia - and their global-oriented art that could play a role in catalyzing paradigm shifts. The document hypothesizes that artists' storytelling can help raise public awareness and mobilize support for changes when other mechanisms like social movements have failed. It examines how art may shape new politics and future sustainable systems through engaging people emotionally.
Precarity Pilot: exceedig precarising models of design practiceBrave New Alps
This document summarizes a research project called "Precarity Pilot" that examines how designers can adopt de-precarizing strategies to sustain their practices. The project involves nomadic workshops throughout Europe and an online platform. It aims to make visible the diverse support systems that sustain designers beyond conventional notions of success, and give visibility to designers activating unconventional economies. The researchers seek to transform models of design practice based on market transactions alone and promote strategies like commoning, solidarity economies, and self-organization.
The document discusses digital engagement and making museums more relevant and engaging through digital strategies. It provides an introduction to key concepts around understanding an organization's identity and values, engaging audiences both online and offline, and using tools like the Digital Engagement Framework and Social Engagement Tool to create engagement strategies. The document also discusses how museums can act as change agents by embracing new technologies and digital storytelling to have conversations with audiences and become more distributed and connected institutions.
We Made This: Illuminating the People, Processes, and Materials Behind a Prod...Indiana Baltodano
Proposal for the MIT Climate CoLab (a project of MIT Center of Collective Intelligence) "Materials Matters" challenge seeking "novel and well thought-out ideas on how to engage industries, designers, product creators and the public in valuing, demanding and adopting lower impact materials" by a team of four graduate students of Parsons' Strategic Design and Management program.
The Challenge: Fabrics and textiles impact our climate -- a lot. How can we spark a materials revolution by rethinking how we value and use them?
Evaluating the Impact of Design Thinking in ActionDavid Allan Chin
Design thinking offers a problem-solving approach widely adopted by the most innovative companies and organizations - but how do we truly measure its impact?
Professor Jeanne Liedtka of the University of Virginia’s Darden School of Business reports on the results of research conducted at UVA over the past 6 years of over 30 organizations using design thinking in practice.
This presentation shared during a MURAL webinar hosted by Jeanne Liedtka on 12/24/18.
Practical challenges in design thinking solutions in AI and IoT@saurabhgupta218Saurabh Gupta
This document discusses the practical challenges of design thinking solutions in artificial intelligence (AI) and internet of things (IoT). It begins by outlining the root causes that create challenges, such as mindsets that are opinionated or make assumptions. It then discusses common problem-solving approaches like deductive and inductive reasoning. The document advocates for a life-centered design approach and emphasizes the importance of empathy. It provides examples of how design thinking has created value for companies like Netflix, Airbnb, and a news app called Pulse through human-centered solutions.
This presentation was created by Alissa Millenson and Jen Meyer for National Portfolio Day at Washington University in St. Louis on October 30, 2011.
The presentation was delivered by Jen Meyer, Career Advisor at the Sam Fox School of Design & Visual Arts at Washington University. The presentation was created to help
This document summarizes a seminar on content strategy for museums presented by Conxa Rodà. It discusses defining goals and audiences, governance and workflows for content creation and distribution, and metrics for evaluating content. The presentation emphasizes segmenting audiences, addressing different motivations for museum visits, and ensuring content meets user needs across channels in a consistent, strategic manner. It provides examples of content types, strategies, and challenges for museums to consider.
At Futures Space, we trial the future of work by being a new form of network organization that matches not only freelancing Futurists and Forward Thinkers with organizations but also trials project-based collaboration without employment. We do this by facilitating online and offline projects focusing on our future-themed planets: Futures of Cities; Smart Home, Mobility, Work, Marketing. In addition to this, we new ways to incentivize our freelancers and reward their participation while creating long-term memberships with our clients. We transform the way organizations work and think in order to shape a better future through project-based collaboration. On our planets, we connect industry experts (Residents) with futures experts (Spacewalkers) to take organizations on a transformational journey into the future.
Our website: www.futures-space.com
The presentation propose a new way of consulting citizens making use of co-design. It does so taking the example of the project CIMULACT, an European funded project in which Polimi DESIS Lab participated as a core partner.
CIMULACT (which stands for Citizen and Multi-Actor Consultation on Horizon 2020) engages citizens, along with a wide range of other actors, in redefining the European Research and Innovation Agenda and thereby making it relevant and accountable to society.
Project team: Anna Meroni, Daniela Selloni, Martina Rossi
En abril de 2013 se reunen en Bogotá la Fundación Telefónica, el Centro de Innovación Social de la ANSPE y la revista Innovación Social. El motivo: ¿cómo podrían ayudar a identificar, fomentar y escalar el naciente ecosistema de innovación social en Colombia, comenzando en Bogotá?
En un taller de 3h se reunieron representantes de todos los agentes o actores de ese naciente ecosistema: gobierno, empresa, fundaciones y ONGs, incubadoras, emprendedores sociales y líderes de opinión.
El objetivo: trabajar alrededor de 6 preguntas que concluyeran en 6 posibles soluciones.
Para conocer los resultados de esta primera experiencia piloto, póngase en contacto con el Centro de Innovación Social de la ANSPE o con el área de educación de Fundación Telefónica.
With innovation cycles becoming shorter and shorter, the foresight skills become one of the most important in building sustainable brands, businesses and products. Here is a short introduction outlining the ways in which we can systematically think about trends and their impact.
The document discusses the origins of computational thinking. It notes that Seymour Papert first used the term in his 1980 book "Mindstorms" and explored using computers in mathematics education. It defines computational thinking as using fundamental computer science concepts to solve problems. Some key aspects are abstraction, sequencing, loops, conditionals, modularity, and algorithms. The document also covers the modern Greek alphabet, including the names and sounds of each letter.
DESIGN AND SOCIAL IMPACT A cross-Sectoral Agenda for Design Education, Resea...cigdemir
The document summarizes discussions from the Social Impact Design Summit about gaps and challenges in socially responsible design. Key topics discussed include defining socially responsible design, setting standards and ethics, addressing cultural bias, and ensuring sustainability. Organizational models that were highlighted include hybrid models like IDEO.org, design center models like MIT D-Lab, and incubator models like Ashoka. The summit aimed to help build support for social impact design and identify opportunities for young designers interested in this field.
[Slides and the accompanying audio posted at http://www.portigal.com/blog/designing-the-problem-my-keynote-from-isa14]
Too often we assume that doing research with users means checking in with them to get feedback on the solution we've already outlined. But the biggest value from research is in uncovering the crucial details of the problem that people have; the problem that we should be solving.
As the design practices mature within companies, they need to play an active role in driving the creation of new and innovative solutions to the real unmet needs that people have. In part, driving towards this maturity means looking at one's own culture and realizing the value of being open-minded and curious, not simply confident. This is a challenge to each of us personally and as leaders within our teams and communities.
I will speak about the importance of this evolution and offer some tips to help guide the changes.
I'm a design strategist and this is how I'll change the world.Justina Ojom
The document discusses how innovation requires both design and business perspectives to be successful. An example from Uganda is provided where a human-centered design idea was scrapped because it lacked consideration for the implementing bank's business needs, and the bank similarly struggled by not considering design. The author argues they can bridge design and business as a design strategist by using design research and thinking to gain insights, ideate big solutions, and implement solutions through design and business deliverables.
LASX Methods kill innovation ti&m AG Ana Lydon & Robert FritzeRobert Fritze
Robert Fritze, Head of Design at ti&m, gave a presentation on how methods and frameworks can both help and hinder innovation. He discussed how methods provide structure and guidelines but can become rigid over time. While frameworks are needed for transparency and improvement, they can also stifle creativity. The presentation emphasized that culture is more important than any single method, and that teams should value diversity, thinking beyond limits, using intelligence, having impact over just words, and maintaining a playful spirit. Questions from the audience followed about balancing methods with flexibility to drive continuous innovation.
This bachelor's thesis explores the field of social design and its applications for the public good. Social design uses design methods and tools to help address social issues and improve people's lives. The thesis presents six design initiatives across different disciplines, such as product design, packaging and service design, graphic design, illustration, set design, and slow fashion design. Each initiative aims to enhance quality of life and the environment for disadvantaged groups. Through studying major figures in social design and creating these socially-minded projects, the thesis demonstrates how designers can use their skills to help people by developing solutions to real problems in society.
PhD in Design Student - Initial thoughts and questionsRuiCostaMonteiro
This document summarizes Rui Monteiro's PhD research on how design approaches can help creative companies expand internationally. So far, he has conducted a literature review on relevant topics, exploratory interviews to identify key concepts, and discussed his professional experience. The main challenge has been clarifying the relationships between concepts like design, creative industries, internationalization and how organizations, policies and programs apply these concepts. Further research is needed to address this challenge and refine the research questions.
This document discusses how artistic expression and storytelling through art may have a stronger influence on promoting sustainability compared to facts and numbers alone. It explores two artists - Serge Attukwei Clottey from Ghana and Marjetica Potrč from Slovenia - and their global-oriented art that could play a role in catalyzing paradigm shifts. The document hypothesizes that artists' storytelling can help raise public awareness and mobilize support for changes when other mechanisms like social movements have failed. It examines how art may shape new politics and future sustainable systems through engaging people emotionally.
Precarity Pilot: exceedig precarising models of design practiceBrave New Alps
This document summarizes a research project called "Precarity Pilot" that examines how designers can adopt de-precarizing strategies to sustain their practices. The project involves nomadic workshops throughout Europe and an online platform. It aims to make visible the diverse support systems that sustain designers beyond conventional notions of success, and give visibility to designers activating unconventional economies. The researchers seek to transform models of design practice based on market transactions alone and promote strategies like commoning, solidarity economies, and self-organization.
The document discusses digital engagement and making museums more relevant and engaging through digital strategies. It provides an introduction to key concepts around understanding an organization's identity and values, engaging audiences both online and offline, and using tools like the Digital Engagement Framework and Social Engagement Tool to create engagement strategies. The document also discusses how museums can act as change agents by embracing new technologies and digital storytelling to have conversations with audiences and become more distributed and connected institutions.
We Made This: Illuminating the People, Processes, and Materials Behind a Prod...Indiana Baltodano
Proposal for the MIT Climate CoLab (a project of MIT Center of Collective Intelligence) "Materials Matters" challenge seeking "novel and well thought-out ideas on how to engage industries, designers, product creators and the public in valuing, demanding and adopting lower impact materials" by a team of four graduate students of Parsons' Strategic Design and Management program.
The Challenge: Fabrics and textiles impact our climate -- a lot. How can we spark a materials revolution by rethinking how we value and use them?
Evaluating the Impact of Design Thinking in ActionDavid Allan Chin
Design thinking offers a problem-solving approach widely adopted by the most innovative companies and organizations - but how do we truly measure its impact?
Professor Jeanne Liedtka of the University of Virginia’s Darden School of Business reports on the results of research conducted at UVA over the past 6 years of over 30 organizations using design thinking in practice.
This presentation shared during a MURAL webinar hosted by Jeanne Liedtka on 12/24/18.
Practical challenges in design thinking solutions in AI and IoT@saurabhgupta218Saurabh Gupta
This document discusses the practical challenges of design thinking solutions in artificial intelligence (AI) and internet of things (IoT). It begins by outlining the root causes that create challenges, such as mindsets that are opinionated or make assumptions. It then discusses common problem-solving approaches like deductive and inductive reasoning. The document advocates for a life-centered design approach and emphasizes the importance of empathy. It provides examples of how design thinking has created value for companies like Netflix, Airbnb, and a news app called Pulse through human-centered solutions.
This presentation was created by Alissa Millenson and Jen Meyer for National Portfolio Day at Washington University in St. Louis on October 30, 2011.
The presentation was delivered by Jen Meyer, Career Advisor at the Sam Fox School of Design & Visual Arts at Washington University. The presentation was created to help
This document summarizes a seminar on content strategy for museums presented by Conxa Rodà. It discusses defining goals and audiences, governance and workflows for content creation and distribution, and metrics for evaluating content. The presentation emphasizes segmenting audiences, addressing different motivations for museum visits, and ensuring content meets user needs across channels in a consistent, strategic manner. It provides examples of content types, strategies, and challenges for museums to consider.
At Futures Space, we trial the future of work by being a new form of network organization that matches not only freelancing Futurists and Forward Thinkers with organizations but also trials project-based collaboration without employment. We do this by facilitating online and offline projects focusing on our future-themed planets: Futures of Cities; Smart Home, Mobility, Work, Marketing. In addition to this, we new ways to incentivize our freelancers and reward their participation while creating long-term memberships with our clients. We transform the way organizations work and think in order to shape a better future through project-based collaboration. On our planets, we connect industry experts (Residents) with futures experts (Spacewalkers) to take organizations on a transformational journey into the future.
Our website: www.futures-space.com
The presentation propose a new way of consulting citizens making use of co-design. It does so taking the example of the project CIMULACT, an European funded project in which Polimi DESIS Lab participated as a core partner.
CIMULACT (which stands for Citizen and Multi-Actor Consultation on Horizon 2020) engages citizens, along with a wide range of other actors, in redefining the European Research and Innovation Agenda and thereby making it relevant and accountable to society.
Project team: Anna Meroni, Daniela Selloni, Martina Rossi
En abril de 2013 se reunen en Bogotá la Fundación Telefónica, el Centro de Innovación Social de la ANSPE y la revista Innovación Social. El motivo: ¿cómo podrían ayudar a identificar, fomentar y escalar el naciente ecosistema de innovación social en Colombia, comenzando en Bogotá?
En un taller de 3h se reunieron representantes de todos los agentes o actores de ese naciente ecosistema: gobierno, empresa, fundaciones y ONGs, incubadoras, emprendedores sociales y líderes de opinión.
El objetivo: trabajar alrededor de 6 preguntas que concluyeran en 6 posibles soluciones.
Para conocer los resultados de esta primera experiencia piloto, póngase en contacto con el Centro de Innovación Social de la ANSPE o con el área de educación de Fundación Telefónica.
With innovation cycles becoming shorter and shorter, the foresight skills become one of the most important in building sustainable brands, businesses and products. Here is a short introduction outlining the ways in which we can systematically think about trends and their impact.
The document discusses the origins of computational thinking. It notes that Seymour Papert first used the term in his 1980 book "Mindstorms" and explored using computers in mathematics education. It defines computational thinking as using fundamental computer science concepts to solve problems. Some key aspects are abstraction, sequencing, loops, conditionals, modularity, and algorithms. The document also covers the modern Greek alphabet, including the names and sounds of each letter.
DESIGN AND SOCIAL IMPACT A cross-Sectoral Agenda for Design Education, Resea...cigdemir
The document summarizes discussions from the Social Impact Design Summit about gaps and challenges in socially responsible design. Key topics discussed include defining socially responsible design, setting standards and ethics, addressing cultural bias, and ensuring sustainability. Organizational models that were highlighted include hybrid models like IDEO.org, design center models like MIT D-Lab, and incubator models like Ashoka. The summit aimed to help build support for social impact design and identify opportunities for young designers interested in this field.
[Slides and the accompanying audio posted at http://www.portigal.com/blog/designing-the-problem-my-keynote-from-isa14]
Too often we assume that doing research with users means checking in with them to get feedback on the solution we've already outlined. But the biggest value from research is in uncovering the crucial details of the problem that people have; the problem that we should be solving.
As the design practices mature within companies, they need to play an active role in driving the creation of new and innovative solutions to the real unmet needs that people have. In part, driving towards this maturity means looking at one's own culture and realizing the value of being open-minded and curious, not simply confident. This is a challenge to each of us personally and as leaders within our teams and communities.
I will speak about the importance of this evolution and offer some tips to help guide the changes.
I'm a design strategist and this is how I'll change the world.Justina Ojom
The document discusses how innovation requires both design and business perspectives to be successful. An example from Uganda is provided where a human-centered design idea was scrapped because it lacked consideration for the implementing bank's business needs, and the bank similarly struggled by not considering design. The author argues they can bridge design and business as a design strategist by using design research and thinking to gain insights, ideate big solutions, and implement solutions through design and business deliverables.
LASX Methods kill innovation ti&m AG Ana Lydon & Robert FritzeRobert Fritze
Robert Fritze, Head of Design at ti&m, gave a presentation on how methods and frameworks can both help and hinder innovation. He discussed how methods provide structure and guidelines but can become rigid over time. While frameworks are needed for transparency and improvement, they can also stifle creativity. The presentation emphasized that culture is more important than any single method, and that teams should value diversity, thinking beyond limits, using intelligence, having impact over just words, and maintaining a playful spirit. Questions from the audience followed about balancing methods with flexibility to drive continuous innovation.
This bachelor's thesis explores the field of social design and its applications for the public good. Social design uses design methods and tools to help address social issues and improve people's lives. The thesis presents six design initiatives across different disciplines, such as product design, packaging and service design, graphic design, illustration, set design, and slow fashion design. Each initiative aims to enhance quality of life and the environment for disadvantaged groups. Through studying major figures in social design and creating these socially-minded projects, the thesis demonstrates how designers can use their skills to help people by developing solutions to real problems in society.
Similar to Design Thinking contributions for sustainability_october2015 (20)
Rethinking Kållered │ From Big Box to a Reuse Hub: A Transformation Journey ...SirmaDuztepeliler
"Rethinking Kållered │ From Big Box to a Reuse Hub: A Transformation Journey Toward Sustainability"
The booklet of my master’s thesis at the Department of Architecture and Civil Engineering at Chalmers University of Technology. (Gothenburg, Sweden)
This thesis explores the transformation of the vacated (2023) IKEA store in Kållered, Sweden, into a "Reuse Hub" addressing various user types. The project aims to create a model for circular and sustainable economic practices that promote resource efficiency, waste reduction, and a shift in societal overconsumption patterns.
Reuse, though crucial in the circular economy, is one of the least studied areas. Most materials with reuse potential, especially in the construction sector, are recycled (downcycled), causing a greater loss of resources and energy. My project addresses barriers to reuse, such as difficult access to materials, storage, and logistics issues.
Aims:
• Enhancing Access to Reclaimed Materials: Creating a hub for reclaimed construction materials for both institutional and individual needs.
• Promoting Circular Economy: Showcasing the potential and variety of reusable materials and how they can drive a circular economy.
• Fostering Community Engagement: Developing spaces for social interaction around reuse-focused stores and workshops.
• Raising Awareness: Transforming a former consumerist symbol into a center for circular practices.
Highlights:
• The project emphasizes cross-sector collaboration with producers and wholesalers to repurpose surplus materials before they enter the recycling phase.
• This project can serve as a prototype for reusing many idle commercial buildings in different scales and sizes.
• The findings indicate that transforming large vacant properties can support sustainable practices and present an economically attractive business model with high social returns at the same time.
• It highlights the potential of how sustainable practices in the construction sector can drive societal change.
Design Thinking contributions for sustainability_october2015
1. SIDS/IST Margarida
Monteiro
de Barros
20th october2015
R E L A T I O N S H I P
B E T W E E N
D E S I G N T H I N K I N G
A N D
S U S T A I N A B I L I T Y
SIDS/IST Margarida
Monteiro
de Barros
20th october2015
1
S e m i n a r p r e s e n t a t i o n f o r :
S e m i n á r i o d e i n o v a ç ã o e d e s e n v o l v i m e n t o s u s t e n t á v e l
I n s t i t u t o S u p e r i o r T é c n i c o | L i s b o a | P o r t u g a l
3. SIDS/IST Margarida
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de Barros
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W H A T I S S U S T A I N A B I L I T Y ?
P L E A S E d o a v o i d r e f e r r i n g t o t r i p l e b o t t o m l i n e a n d / o r i t ’ s d e s c r i p t i o n
4. SIDS/IST Margarida
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de Barros
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W H A T I S D E S I G N T H I N K I N G
C O N T R I B U T I O N T O S U S T A I N A B I L I T Y ?
P L E A S E s h a r e o n e i d e a
5. SIDS/IST Margarida
Monteiro
de Barros
20th october2015
5
Origin Late Middle English (as a verb in the sense 'to designate'): from Latin designare
'to designate', reinforced by French désigner. The noun is via French from Italian.
Design (as an end result) Applied art and science to create and develop concepts and specifications based on the aesthetics,
ergonomics, functionality and usability and context (including social political) of an output. Thegoal is to optimize the function, value
and appearance of a product and/or system.
Design (as a process) Having a detailed, structured plan that encompasses a series of steps to be followed during the
formulation of a solution from start-to-finish.
Design (as a subject) - the body of work dedicated to systematically understand, describe and theorise design and design
knowledge inherent to design objects, processes and profession
T E R M S
6. SIDS/IST Margarida
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de Barros
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W H A T A R E
W E G O I N G
T O T A L K
A B O U T
DESIGN THINKING: (DT)
PRESPECTIVES AND APPROACHES
CHARACTERISTICS
MODEL | CONCEPTUAL METHOD
DT CONTRIBUTION TO SUSTAINABILITY– SOME EXAMPLES
APPLIED– A PERSONAL EXPERIENCE
DT CONTRIBUTION TO ENGINEERING FOR SUSTAINABILITYC = 3 X 105 Km/s
7. SIDS/IST Margarida
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Massive interest in the last 10 years beyond the design discipline sphere
Unstructured and confused literature
Not associated to any particular discipline or knowledge area
NOT EXCLUSIVE TO DESIGNERS
Is the result of understanding and applying a deductive and inductive approach simultaneous
It is focus in thinking on alternative responses/solutions beyond what exists
D E S I G N
T H I N K I N G
…
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1800’s – Design = Arts & Crafts William Morris (1834-1896)
1900’s – Design focus on objects by exploring new materials and technics – e.g.: Art Nueveau – Industrial
mastery of glass and iron Form follows Function – e.g. Bauhaus school
1980’s – Design for Competitiveness strongly related to Margaret Thatcher: Design for Profit
(industrial)
1990’S – Design for Innovation (answering a briefing – a Marketing tool). Diversification of approaches
and applications – e.g. interaction design
2000- 09 - Design for Organizations - Design as tool for bringing concepts (e.g. visions) into any
configuration – drawing, model, mould, pattern, plan, identity, strategies, processes – to help goal
achievement
09 - 15 – Design for complex problems – Design as mean to think and design systems
Tangible +
Tangible –
S T R O N G
H E R I T A G E
10. SIDS/IST Margarida
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Tangible +
Tangible –
Design extensively (but not exclusively) focus on artefacts and
communication/attributes
Design extensively (but not exclusively) focus on products and
services (also PSS)
Design extensively (but not exclusively) focus on organisational
transformation
- Limited to the organisational culture and business strategy
Design extensively (but not exclusively) focus on social transformation
- Complex, not limited
PROCESS, CAPACITIES AND
COMPETENCES USED FOR TANGIBLE
OUTPUTS
PROCESS, CAPACITIES AND
COMPETENCES USED FOR NON-
TANGIBLE OUTPUTS (i.e.
OUTCOMES)
S T R O N G
H E R I T A G E
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THE DESIGN HAS EXPANDED ITS RANGE OF ACTUATION (WELL FORM PROBLEMS TO MESSY AND PROBLEMATIC SITUATIONS)
AND INTEREST (TANGIBLE AND NON -ANGIBLE)
S T R O N G
H E R I T A G E
-
+
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THE APPROPRIATE METHODS IN EACH CULTURE ARE
•In the sciences: controlled experiment, classification, analysis.
•In the humanities: analogy, metaphor, criticism, evaluation.
•IN DESIGN: MODELLING, PATTERN-FORMATION, SYNTHESIS.
THE VALUES OF EACH CULTURE ARE:
•In the science: objectivity, rationality, neutrality and a concern for truth
•In the humanities subjectivity, imagination, commitment, and a concern for justice
•IN DESIGN: PRACTICALITY, INGENUITY, EMPATHY, AND A CONCERN FOR ‘APPROPRIATENESS’.
W A Y O F
K N O W I N G
N. Cross, ‘Designerly Ways of Knowing: Design As A Discipline’ (1982)
1
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THE APPROPRIATE METHODS IN EACH CULTURE ARE
•In the sciences: controlled experiment, classification, analysis.
•In the humanities: analogy, metaphor, criticism, evaluation.
•IN DESIGN: MODELLING, PATTERN-FORMATION, SYNTHESIS.
THE VALUES OF EACH CULTURE ARE:
•In the science: objectivity, rationality, neutrality and a concern for truth
•In the humanities subjectivity, imagination, commitment, and a concern for justice
•IN DESIGN: PRACTICALITY, INGENUITY, EMPATHY, AND A CONCERN FOR ‘APPROPRIATENESS’.
W A Y O F
K N O W I N G
N. Cross, ‘Designerly Ways of Knowing: Design As A Discipline’ (1982)
1
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SCIENCE RELATES TO A PROCESS OF A LINEAR ANALYSIS TO FIND A
SOLUTION, WHILE A DESIGNERLY WAY OF KNOWING IS A PROCESS OF
SYNTHESIS AND ITERATION.
Nigel Cross, ‘Designerly Ways of Knowing: Design As A Discipline’ (1982)
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17Lawson, How designers think, 1980
SCIENCE BASE DISCIPLINES
SYSTEMATICALLY EXPLORING THE POSSIBLE COMBINATIONS OF BLOCKS, IN ORDER TO DISCOVER THE FUNDAMENTAL RULE WHICH WOULD ALLOW A
PERMISSIBLE COMBINATION
C H A R A C
T E R I S T I C S
2
PROBLEM-FOCUSED
STRATEGY
LEARN ABOUT THE
SPECIFITIES OF THE PROBLEM FIND THE SOLUTION
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18Lawson, How designers think, 1980
CREATIVE BASE DISCIPLINES
PROPOSE A SERIES OF SOLUTIONS, AND ELIMINATES SOLUTIONS, UNTIL AN ACCEPTABLE ONE IS FOUND
C H A R A C
T E R I S T I C S
2
SOLUTION-FOCUSED
STRATEGY
LEARN ABOUT THE NATURE
OF THE PROBLEM
THROUGH EXPERIMENTATION FIND AN ACCEPTABLE SOLUTION
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19Lawson, How designers think, 1980
C H A R A C
T E R I S T I C S
2
SCIENCE BASE DISCIPLINES
SYSTEMATICALLY EXPLORING THE POSSIBLE COMBINATIONS OF BLOCKS, IN ORDER TO DISCOVER THE FUNDAMENTAL RULE WHICH WOULD ALLOW A
PERMISSIBLE COMBINATION
PROBLEM-FOCUSED
STRATEGY
LEARN ABOUT THE
SPECIFITIES OF THE PROBLEM FIND THE SOLUTION
CREATIVE BASE DISCIPLINES
PROPOSE A SERIES OF SOLUTIONS, AND ELIMINATES SOLUTIONS, UNTIL AN ACCEPTABLE ONE IS FOUND
SOLUTION-FOCUSED
STRATEGY
LEARN ABOUT THE NATURE
OF THE PROBLEM
THROUGH EXPERIMENTATION FIND AN ACCEPTABLE SOLUTION
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C H A R A C
T E R I S T I C S
2
• Shift in design from “methods of practice to solve problems” to “reflection-on-practice to manage complex problems” is a key
characteristic
• Schön (1983) calls it “reflection-in-action”
• Organic, Socially-mediated, and creative activity (e.g. Minneman 1991)
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THROUGH MAKING, DOING, AND EXPERIMENTING PEOPLE UNDERSTAND
AND HAVE MORE APPRECIATION FOR MATERIALITY AND COULD FIND NEW
SOLUTIONS FOR PROBLEMS THAT EXIST IN OUR WORLD.
Mark Miodownik, Stuff Matters: Exploring the Marvelous Materials That Shape Our Man-Made World’, 2014
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W I C K E T
P R O B L E M S
3
Tangible -
Tangible +
Complexity – Complexity +
time
THE UNIVERSE OF
WICKED PROBLEMS
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W I C K E D
P R O B L E M S
1. There is NO DEFINITIVE FORMULATION of a wicked problem.
2. Wicked problems have no stopping rule - THE SEARCH FOR SOLUTIONS NEVER STOPS.
3. Solutions to wicked problems ARE NOT TRUE OR FALSE, BUT GOOD OR BAD (judge).
4. There is NO IMMEDIATE NOR ULTIMATE TEST OF A SOLUTION to a wicked problem - UNEXPECTED CONSEQUENCES.
5. Every solution to a wicked problem IS A “ONE-SHOT” OPERATION.
6. Wicked problems do NOT HAVE A DESCRIBABLE SET OF POTENTIAL SOLUTIONS, nor is there a WELL-DESCRIBED SET OF PERMISSIBLE
OPERATIONS that may be incorporated into the plan.
7. Every wicked problem IS ESSENTIALLY UNIQUE.
8. Every wicked problem can be considered to be A SYMPTOM OF ANOTHER PROBLEM.
9. The existence of a DISCREPANCY representing a wicked problem can be explained in numerous ways.
10. The planner has no right to be wrong – HIGH IMPACT OF DECISIONS
3
Horst W.J. Rittel and Melvin M. Webber, 1973 ‘Dilemmas in a General Theory of Planning’ in Policy Sciences
10 PROPERTIES THAT DISTINGUISHED WICKED PROBLEMS FROM HARD BUT
ORDINARY PROBLEMS
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THEY OCCUR IN A SOCIAL CONTEXT; THE GREATER THE DISAGREEMENT AMONG
STAKEHOLDERS, THE MORE WICKED THE PROBLEM. IN FACT, IT’S THE SOCIAL COMPLEXITY
OF WICKED PROBLEMS AS MUCH AS THEIR TECHNICAL DIFFICULTIES THAT MAKE THEM TOUGH
TO MANAGE. NOT ALL PROBLEMS ARE WICKED; CONFUSION, DISCORD, AND LACK OF
PROGRESS ARE TELLTALE SIGNS THAT AN ISSUE MIGHT BE WICKED.
https://hbr.org/2008/05/strategy-as-a-wicked-problem
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S U M - U P
Ways of knowing1
2
3
Characteristics
Wicked problems
LEARN ABOUT THE NATURE OF THE PROBLEM THROUGH
EXPERIMENTATION
Organic, Socially-mediated, creative, reflective-on-action
A PROCESS OF SYNTHESIS AND ITERATION
Modelling, pattern-formation, synthesis, concerned for appropriation
RELATED WITH SOCIAL CONTEXTS, DEAL WITH SOCIAL COMPLEXITY AND
TECHNICAL DIFFICULTIES, VERY DIFFICULT TO MANAGE
Lead to wicked questions
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Ubiquity-
+
DESIGN PERSPECTIVE |FOCUS ON OUTPUTS DEVELOPMENT
MANAGEMENT PERSPECTIVE | FOCUS ON PROCESSES
ORGANISATIONAL PERSPECTIVE| FOCUS ON TRANSITION SYSTEMS
DESIGN FIELD -
AS AN END
RESULT
Related with outputs within the universe of design
DESIGN FIELD –
AS A PROCESS
MANAGEMENT FIELD
Design process export
DESIGN FIELD –
AS A WAY OF
KNOWING
Design behaviour, thought, capacities and
characteristics
Ubiquity
D T
P E R S P E C T I V E S
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Design Thinking is not normative as a design process is,
It emphasises principles of (Heritage of design discipline):
• Learning,
• Collaboration, Participation and Co-operation,
• Visualization of ideas and Rapid concept prototyping
• Transformation/Change – generates contexts for
• Co-Creation of (possible) solutions
inspired by, for example, Brown and Wyatt, 2010
D T
P R I N C I P L E S
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Mystery
Problem and diversity of elements
Multitude of questions
Heuristic
different understandings
Multitude of possible answers
Algorithm
Answer for problem solving
formulas; banners; Recipes
Ability to replicate results
(creating learning processes)
ABDUCTI LOGIC
10011100101110
D T
M O D E L
KNOWLEDGE FUNNEL (ROGER MARTIN, 2009)
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D T
M O D E L
ABDUCT LOGIC
Abduction operates "through experiences as given in order to establish some meaningful hypotheses about the states of
affairs behind the observations (Shank et al., 1994)
Abduction is a type of reasoning that follows a form of inquiry that attempts to uncover the essence of an idea or object by
both top-down and bottom-up analysis (James Pierce, 1975)
Abduct though explores possibilities for the future (e.g. Cunningham, 1992)
*Concept instigated by James Pierce (1975)
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D T
M E T H O D Diverge
Converge
Options creation
Select options
Analyse
Synthesise
Analyse
Synthesise
Analyse
Synthesise
Analyse
Synthesise
Diverge
Converge
Converge
Converge
Diverge
Diverge
*Inspired on the work of Roger Martin (2009) | GK VanPatter (2009) | Tim Brown (2009)
Group
Divide
Interactions – diminishing complexity overtime
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• AN APPROACH USEFUL TO APPROACH COMPLEX PROBLEMS (WICKED)
• FOLLOWS A THEORETICAL MODEL
• IT HAS A CONCEPTUAL METHOD
• IS NON-DETERMINISTIC
• BASED ON ANALYSIS, SYNTHESIS, ACTION, AND REFLECTION IN A SUCCESSIVE MANNER TO UNCOVER
SOLUTIONS
D E S I G N
T H I N K I N G
I S …
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“…Design Thinking is perhaps more readily identified with the thought process associated with the creation of such things than
with the deliverables themselves.” (Wylant, 2009:4).
Design Thinking lies on the decisions and considerations which establish the parameters of what is going to be created (e.g.
solutions). Decisions and considerations which involve wider notions of connectivity and contextualisation towards the integration
of social, cultural, economical, environmental realities that critically frame the manifestation of solutions prior to their existence
(Manzini, 2005; Wylant, 2009)
Design Thinking is an approach to visioning future scenarios of wellbeing and introducing new thinking and models for
organisations related to “breaking out of the cage of dominant thought and behaviour” (Manzini, 2005)
D E F I N I T I O N
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UNCERTAINTY / PATTERNS / INSIGHTS CLARITY / FOCUS
RESEARCH CONCEPT PROTOTYPE DESIGN
DESIGN
THINKING
As an end product or service or communication
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“TO UNDERSTAND THINGS SYSTEMICALLY LITERALLY
MEANS TO PUT THEM INTO A CONTEXT, TO ESTABLISH THE NATURE OF
THEIR RELATIONSHIPS”
Capra, web of life, 1997:27
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C = 3 X 105 Km/s
• Traditional processes can’t resolve– we tend to diminish unsustainability.
• Has innumerable causes – Climate change, Social behavioral, Economic bottom-line.
• Classic wicked problems are strongly associated with sustainability: Environmental degradation, terrorism, poverty.
• Conventional processes fail to tackle these wicked problems.
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C = 3 X 105 Km/s
RESILIENCE AND ENDURANCE: characteristics of ecological systems - the ability of
a system to regain its balance / harmony in a time (bodin and wiman, 2004: 36)
DESIGN THINKING has the ability to redirect the activities of the human being
(Abduct logic) in a different approach (through Knowledge funnel), to create
sustainable systems, more ambitious than the improvement of the environmental
impacts (exploring wicked questions)
D E S I G N
T H I N K I N G
4 S U S
SUSTAINABILITY SETS A NEW VALUE-SYSTEM FOR DT*
*Design Thinking
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• Describes the system in question
• Describes patterns and trends
• Identifies variables and elements
• Observes to determine problematic
• Identify needs and priorities
• Frames opportunities
• Defines actions and applies
• Creates possible solutions
• Defines and prioritizes actions
• Determines leverage points of intervention
• Builds scenarios
• Identifies (sub)systems to intervene
D T 4 S U S
H E L P S
T O …
C = 3 X 105 Km/s
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SusHouse is a European research project concerned with
developing and evaluating scenarios for transitions to
sustainable households. It focuses on ‘Shopping, Cooking
and Eating’,’Clothing Care’ and ‘Shelter’. The project was
carried out by six research teams from five countries –
Germany, Hungary, Italy, the Netherlands and the United
Kingdom – from January 1998 to June 2000.
C = 3 X 105 Km/s
E X A M P L E :
DESIGN FIELD -
AS AN END
RESULT
Related with outputs within the universe of design
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E X A M P L E
C = 3 X 105 Km/s
WINE AND OLIVE OIL COMPANY
DESIGN FIELD –
AS A WAY OF
KNOWING
Design behaviour, thought, capacities
and characteristics
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WHAT DO YOU THINK WILL BE BENEFICIAL FOR ENGINEERING TO EMBRACE AN
APPROACH LIKE DESIGN THINKING?
Please do indicate 2 to 3 benefits
C = 3 X 105 Km/s
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C = 3 X 105 Km/s
ENGINEERS “SCOPE, GENERATE, EVALUATE, AND REALIZE IDEAS”
Sheppard, 2003
W H A T
E N G I N E E R S
D O ?
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C = 3 X 105 Km/s
A G E N E R A L
E N G I N E E R I N G
P R O C E S S
ENGINEERING DESIGN PROCESS
IS ITSELF A COMPLEX COGNITIVE PROCESS
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D E S I G N
T H I N K I N G
A N D
E N G I N E E R I N G
C = 3 X 105 Km/s
Start question the given problem
WICKED QUESTION
Follow DT principles:
Mainly – Collaborative, Co-operation, Co-
creation
(participatory)
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50According to CLIVE et al., 2005
• THINKING ABOUT SYSTEM’S DYNAMICS
• REASONING ABOUT UNCERTAINTY
• REFLECTION-IN-ACTION
• DIVERGENT AND CONVERGENT REASONING
D E S I G N
T H I N K I N G
C O N T R I B U T I O N T O
E N G I N E E R I N G
C = 3 X 105 Km/s
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REFERENCES
Brown, T., 2008. Design Thinking. Harvard Business Review. June 2008, pp.84-95
Brown, T., 2009. Changes by Design: how Design Thinking transforms organiations and inspires
innovation. HarperCollins, New York, 2009
Buchanan, R., 1990. Wicked Problems in Design Thinking. Colloque Recherches sur le Design:
Incitations, Implications, Interactions.October 1990. Universite de Technologie de Compiegne,
Compiegne, France.
Capra, F., 1997. The Web of Life: A New Synthesis of Mind and Matter. London, Flamingo
Cross, N., 1982. Designerly ways of knowing. Design Studies (3), October 1982 pp. 221-227.
Download: http://technology.open.ac.uk/design/cross/documents/DesignerlyWaysofKnowing.pdf
Cross, N., 2004. Expertise in design: an overview. Design Studies, 25(5), pp. 427–441.
De Bono, E., 1999. Six Thinking Hats. 2nd edition (August). US: Back Bay Books
Eherenfeld, J. R., 2004. Searching for sustainability: No Quick Fix. Reflections, Vol.5(8), pp.1-13
Jones, D., 2010. What Kind Of Thinking Is Design Thinking?, in: Dorst, K.; Stewart, S.; Staudinger, I.;
Paton, B.; Dong, A.[Eds]: DTRS8 Interpreting Design Thinking: Design Thinking Research Symposium
Proceedings, Faculty of Design, Architecture and Building, University of Technology, Sydney,
October 2010, DAB Documents, Sydney, Australia, pp. 219-232.
Kelley, T., 2010. Prototyping is the shorthand of Design. Design Management Journal, 12(3).
Kimbell, L., 2009. Beyond design thinking: Design-as-practice and designs-in-practice. CRESC
Conference, September 2009, Manchester. UK
Gunderson, Lance H.; C.S. Holling, (ed.), 2001. Panarchy: Understanding Transformations in Human
and Natural Systems. Island Press.
Liedtka, J.; T. Ogilivie, 2011. Designing for Growth: a design thinking tool kit for managers Columbia
Business School Publishing. New York
Manzini, E., 2005. Enabling solutions, social innovation and design for sustainability. In: Futureproofing
Business: Sustainability and Success Events, 27th October, at Design Council, London, Uk
Martin, R., 2009. The Design of Business – why Design Thinking is the next Competitive advantage.
Harvard Business School Press. November 2009
Orr, D., 1994. Earth in Mind – On education, Environment and the Human Prospect. Washington DC:
Island Press
Papanek , V., 1983. Design for Human Scale. Van Nostrand Reinhold Co, New York.
Papanek, V., 1973. Design for the Real World: Human Ecology and Social Change. 1st ed. Thames &
Hudson, Uk
Papanek, V., 1995. The Green Imperative: Ecology and Ethics in Design and Architecture. Thames &
Hudson, Uk
Poulsen, S.; Thøgersen, U. (2011): Embodied Design Thinking: A Phenomenological Perspective,
CoDesign, 7(1): 29-44.
Rowe, P. (1987): Design Thinking, The MIT Press, Cambridge.
VanPatter, G.K., 2009. Design 1.0, 2.0, 3.0, 4.0 The Rise of Visual SenseMaking Nextd Journal: re-
rethinking Design. Special issue. March 2009
Weick, Karl E.; Kathleen M. Sutcliffe, 2007. Managing the Unexpected: Resilient Performance in an Age of
Uncertainty. Jossey Bass; 2nd Edition
Wylant, B., 2002. Design Thinking and the Question of Modernity. 8th European Academy Of Design
Conference - 1st, 2nd & 3rd April 2009, The Robert Gordon University, Aberdeen, Scotland
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THANK YOU
OBRIGADA
margaridambarros@tecnico.ulisboa.pt
S e m i n a r p r e s e n t a t i o n f o r :
S e m i n á r i o d e i n o v a ç ã o e d e s e n v o l v i m e n t o s u s t e n t á v e l
I n s t i t u t o S u p e r i o r T é c n i c o | L i s b o a | P o r t u g a l
Editor's Notes
There was (still) a strong debate about DESIGN as a subject (i.e. knowledge area).
Nigel cross in 1982, published an article to clarify the way Design “knows” – This is a ground-base for, what now is called - DESIGN THINKING
There was (still) a strong debate about DESIGN as a subject (i.e. knowledge area).
Nigel cross in 1982, published an article to clarify the way Design “knows” – This is a ground-base for, what now is called - DESIGN THINKING
Please do note that ways of knowing is a way of thinking
Do please do not confuse startegy with
Do please do not confuse startegy with
Do please do not confuse startegy focus on solution with exclusivelly thinking on solutions – the point here is HOW DESIGN FINDS SOLUTIONS
Please do pay attention to many authors that continues to ground DT to characteristics of products and services (outputs – teh results) and not outcomes (which also include the transformations through time for exemple) – outputs programs, training, and workshops; outcomes knowledge transferred and behaviors changed.
High complexity, high impact, MEZZY!!!!!
Wickedness isn’t a degree of difficulty. Wicked issues are different because traditional processes can’t resolve them, according to Horst W.J. Rittel and Melvin M. Webber, professors of design and urban planning at the University of California at Berkeley, who described them in a 1973 article in Policy Sciences magazine. A wicked problem has innumerable causes, is tough to describe, and doesn’t have a right answer, as we will see in the next section. Environmental degradation, terrorism, and poverty—these are classic examples of wicked problems. They’re the opposite of hard but ordinary problems, which people can solve in a finite time period by applying standard techniques. Not only do conventional processes fail to tackle wicked problems, but they may exacerbate situations by generating undesirable consequences.
10 PROPERTIES THAT DISTINGUISHED WICKED PROBLEMS FROM HARD BUT ORDINARY PROBLEMS.
1. There is no definitive formulation of a wicked problem. It’s not possible to write a well-defined statement of the problem, as can be done with an ordinary problem.
2. Wicked problems have no stopping rule. You can tell when you’ve reached a solution with an ordinary problem. With a wicked problem, the search for solutions never stops.
3. Solutions to wicked problems are not true or false, but good or bad. Ordinary problems have solutions that can be objectively evaluated as right or wrong. Choosing a solution to a wicked problem is largely a matter of judgment.
4. There is no immediate and no ultimate test of a solution to a wicked problem. It’s possible to determine right away if a solution to an ordinary problem is working. But solutions to wicked problems generate unexpected consequences over time, making it difficult to measure their effectiveness.
5. Every solution to a wicked problem is a “one-shot” operation; because there is no opportunity to learn by trial and error, every attempt counts significantly. Solutions to ordinary problems can be easily tried and abandoned. With wicked problems, every implemented solution has consequences that cannot be undone.
6. Wicked problems do not have an exhaustively describable set of potential solutions, nor is there a well-described set of permissible operations that may be incorporated into the plan.Ordinary problems come with a limited set of potential solutions, by contrast.
7. Every wicked problem is essentially unique. An ordinary problem belongs to a class of similar problems that are all solved in the same way. A wicked problem is substantially without precedent; experience does not help you address it.
8. Every wicked problem can be considered to be a symptom of another problem. While an ordinary problem is self-contained, a wicked problem is entwined with other problems. However, those problems don’t have one root cause.
9. The existence of a discrepancy representing a wicked problem can be explained in numerous ways. A wicked problem involves many stakeholders, who all will have different ideas about what the problem really is and what its causes are.
10. The planner has no right to be wrong. Problem solvers dealing with a wicked issue are held liable for the consequences of any actions they take, because those actions will have such a large impact and are hard to justify.
According to Cambridge dictionary:
Approach: a way of considering or doing something
Methodology: a system of ways of doing, teaching, or studying something
Techniques: a tools use to obtain a result
Process : the order by which techniques are applied
Method: is consider a the practical realization of an approach
DT can help sus
Sus sets a new paradigma for DT in use
LOOK FROM A SYSTEMS POINT OF VIEW
Wicked questions do not have an obvious answer. They are used to expose the assumptions which shape our actions and choices. They are questions that articulate the embedded and often contradictory assumptions we hold about an issue, context or organization.
A wicked question is not a trick question. With a trick question, someone knows the answer. Wicked questions do not have obvious answers. Their value lies in their capacity to open up options, inquiry and surface the fundamental issues that need to be addressed.