This is the 3rd (third) lecture of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp. In it we discuss the general mechanics of Interpreting the data collected during Contextual Inquiry interviews
This presentation talks about the definition of what design is. It also touches on the basics of design thinking. It showcases different types of design and concludes with how you can become and designer and what you would need to study design.
Design as Leadership: Exploring the TerrainRick Fox
In contrast to the notion of design as a form of self-expression, this presentation advocates that architects and design professionals view design as an act of leadership. It was prepared for a graduate seminar I lead at the Interior Designers Institute in Newport Beach California.
Welcome to Design For Non Majors. In this course, you'll learn what design is and the major concepts involved in the domain. This is the first presentation of the course. It helps define what we'll be talking about for the semester.
Raising The Bar NYC 6/2/2015: Cracking CreativityDe Angela Duff
This talk was given by De Angela L. Duff, Co-Director of Integrated Digital Media at NYU's School of Engineering for Raising The Bar NYC on June 2, 2015 at Perdition, 692 10th Ave, New York, NY
http://www.rtbevent.com/de-angela-duff/
This is the 3rd (third) lecture of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp. In it we discuss the general mechanics of Interpreting the data collected during Contextual Inquiry interviews
This presentation talks about the definition of what design is. It also touches on the basics of design thinking. It showcases different types of design and concludes with how you can become and designer and what you would need to study design.
Design as Leadership: Exploring the TerrainRick Fox
In contrast to the notion of design as a form of self-expression, this presentation advocates that architects and design professionals view design as an act of leadership. It was prepared for a graduate seminar I lead at the Interior Designers Institute in Newport Beach California.
Welcome to Design For Non Majors. In this course, you'll learn what design is and the major concepts involved in the domain. This is the first presentation of the course. It helps define what we'll be talking about for the semester.
Raising The Bar NYC 6/2/2015: Cracking CreativityDe Angela Duff
This talk was given by De Angela L. Duff, Co-Director of Integrated Digital Media at NYU's School of Engineering for Raising The Bar NYC on June 2, 2015 at Perdition, 692 10th Ave, New York, NY
http://www.rtbevent.com/de-angela-duff/
How do you extend a product vision statement such that it remains aspirational but is specific enough to clarify intention and make difficult decisions easy? Enter "Design Tenets"
In this workshop we introduce the concept of Social Usability and we will make people use a very hands-on way to use it to design and analyse systems, not necessarily digital.
This is the workshop we did at LIFT13 on Feb 8th.
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
The creativity & innovation tool overview is a suitable overview of various commonly used techniques which are also relevant to Innovation, Research & Development processes.
The techniques are grouped by:
Diverging & Converging techniques
Open & Closed challenges / problems
Products & Services situations
Individual & Group techniques
Techniques can be classified in many, many ways, yet the only real
criterium is the passion and comfort you feel with a technique.
The only way to really get to know the techniques is to use them.
So go ahead, try them and share your experiences.
Enjoy the overview!
Ramon Vullings & Marc Heleven
A presentation I gave on design thinking for technology, business, and entrepreneurship students at NYU.
These slides were accompanied by a lot of group participation, Q&A, and a design challenge, so some slides may feel a little sparse.
These slides are adapted from a design thinking presentation co-authored with Melanie Kahl in 2011. Thanks for viewing!
A Design Thinking Workshop on new strategies to engage students in Higher Edu...Esteban Romero Frías
"A Design Thinking Workshop on new strategies to engage students in Higher Education"
Coimbra Group - Granada, March 2019
Education Innovation Working Group Seminar on Students Engagement
Design Principles: The Philosophy of UXWhitney Hess
The visual principles of harmony, unity, contrast, emphasis, variety, balance, proportion, repetition, texture and movement (and others) are widely recognized and practiced, even when they aren’t formally articulated. But creating a good design doesn’t automatically mean creating a good experience.
In order for us to cultivate positive experiences for our users, we need to establish a set of guiding principles for experience design. Guiding principles are the broad philosophy or fundamental beliefs that steer an organization, team or individual’s decision making, irrespective of the project goals, constraints, or resources.
Whitney will share a universally-applicable set of experience design principles that we should all strive to follow, and will explore how you can create and use your own guiding principles to take your site or product to the next level.
How do you extend a product vision statement such that it remains aspirational but is specific enough to clarify intention and make difficult decisions easy? Enter "Design Tenets"
In this workshop we introduce the concept of Social Usability and we will make people use a very hands-on way to use it to design and analyse systems, not necessarily digital.
This is the workshop we did at LIFT13 on Feb 8th.
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
The creativity & innovation tool overview is a suitable overview of various commonly used techniques which are also relevant to Innovation, Research & Development processes.
The techniques are grouped by:
Diverging & Converging techniques
Open & Closed challenges / problems
Products & Services situations
Individual & Group techniques
Techniques can be classified in many, many ways, yet the only real
criterium is the passion and comfort you feel with a technique.
The only way to really get to know the techniques is to use them.
So go ahead, try them and share your experiences.
Enjoy the overview!
Ramon Vullings & Marc Heleven
A presentation I gave on design thinking for technology, business, and entrepreneurship students at NYU.
These slides were accompanied by a lot of group participation, Q&A, and a design challenge, so some slides may feel a little sparse.
These slides are adapted from a design thinking presentation co-authored with Melanie Kahl in 2011. Thanks for viewing!
A Design Thinking Workshop on new strategies to engage students in Higher Edu...Esteban Romero Frías
"A Design Thinking Workshop on new strategies to engage students in Higher Education"
Coimbra Group - Granada, March 2019
Education Innovation Working Group Seminar on Students Engagement
Design Principles: The Philosophy of UXWhitney Hess
The visual principles of harmony, unity, contrast, emphasis, variety, balance, proportion, repetition, texture and movement (and others) are widely recognized and practiced, even when they aren’t formally articulated. But creating a good design doesn’t automatically mean creating a good experience.
In order for us to cultivate positive experiences for our users, we need to establish a set of guiding principles for experience design. Guiding principles are the broad philosophy or fundamental beliefs that steer an organization, team or individual’s decision making, irrespective of the project goals, constraints, or resources.
Whitney will share a universally-applicable set of experience design principles that we should all strive to follow, and will explore how you can create and use your own guiding principles to take your site or product to the next level.
Revised and updated slides for the first day of the Creativity and Design module at the Institute on Asian Consumer Insight, Nanyang Technological University 2016
The first prototype of our approaches to move beyond design thinking at DNA. Touching on a number of new tools and techniques as well as theoretical positions from a number of sources. Very much the bleeding edge of our current position.
One hour talk for Junior College students about design, creativity and innovation. Going beyond buzzwords and eye-candy, the aim of this talk is to motivate and inspire young people to understand and become aware of design. Delivered: 04/07/2013
December 2017 presentation covering: What is design thinking? What does it look like in practice? What are some case stories of design thinking being used in the real world? How can we use design thinking in our organization? Where can I learn more?
Presentation given at Bethel University's art program. Focuses first on my history and path to innovation planning and the second half gets into how are artists can create value for business. Definitely some repeat slide from other presentations.
Next Level Collaboration: The Future of Content and Design by Rebekah Cancino...Blend Interactive
Imagine a future where siloed departments and legacy workflows don’t stand in our way. Today’s content is complex, interconnected, and needs to be ready for devices we haven’t even dreamed of yet. Tomorrow isn’t going to get any simpler. Successful outcomes demand a new kind of collaboration. For the past two years, Rebekah has studied how successful teams collaborate and has helped transform the way her team works and produces together. In this session, you’ll hear what she’s learned about making effective cross-discipline collaboration possible, and leave with actionable inspiration you can use to unite your team and workflow, too.
This talk will show you:
* What it takes to make effective collaboration possible
* How you can play a key role in creating the cross-discipline teams of tomorrow
* Practical tips you can use to bridge silos, increase productivity, and deliver better project outcomes for everyone
From the 2016 Now What? Conference: www.nowwhatconference.com
Developed by students at Stanford University, the Design Thinking approach was created to establish a new way to grow innovative products, processes and services. The Design Thinking process consists of six iterative stages which enable participants to seek flexible solutions and innovations concerning the issue they treat.
One important aspect of Design Thinking is the creation and cultivation of ideas within a well-coordinated team. Thus, the team spirit is a decisive element during Design Thinking operations and encourages to produce the best possible results. In addition to the team side of Design Thinking, a flexible and productive environment is crucial to develop inventive ideas and products. The more workable an environment, is the easier it is for employees to visualize and transmit thoughts and new concepts.
Talk about two projects, in their Astute project he will explain how interfaces can facilitate complex problems in all kinds of domains. In theirSmarcos project the interusability of devices is being investigated.
2. Industrial Design Center is a knowledge center and a communication platform between the industry and the education, research and development programs of the Howest University College. Howest offers a Bachelor in Industrial Product Design and a Master in Industrial Design Engineering. Industrial Design Center has several fields of expertise: traditional, rapid & virtual prototyping, lighting technology, design methodology and creativity, sustainable product design and user-centered design. Industrial Design Center puts its advanced equipment at the disposal of external users, organizes thematic training, attaches importance to a network of specialist partners and service providers and assists in multi-disciplinary projects with companies (demand driven research projects, workshops with students, final projects, internships). The synergy between industry and education leads to a materialization of academic research results and to services towards companies and non-profit organizations.
3. WHO CELL CREATIVITY – INDUSTRIAL DESIGN CENTER/HOWEST WHAT RESEARCH, EDUCATION AND SERVICE IN APPLIED CREATIVITY HISTORY TETRA (IWT), EFRO, INTERREG IV B
5. [ DESIGNER] [ TECHNICIAN OR WORKMAN] [ RESEARCHER ] [ MANAGER ] How can we stimulate creativity within companies and the educational systems of today. How can we make it tangible?
12. “Drillforoil? Youmeandrillinto the ground to try and findoil? You’re crazy.” Drillerswhom Edwin L.Draketried to enlist to his project to drillforoil, 1859 “A rocket will never be able to leave the Earth’s atmosphere.” New York Times, 1936 “IT IS IMPOSSIBLE!”
22. METHOD 4-step-method INSPIRATION visual and interactive open-source database www.innowiz.be CONTEXT techniques fit are do not fit in the context, set made-to-measure
30. PROBLEM DEFINITION ATTITUDE Research journalist, reporter on the spot, searching for boundaries, information and defining the assignment (box) & looking for opportunities (out of the box). POINTS OF INTEREST question (need or opportunity), stakeholders, deadlines, planning, deliverables, possibilities, restrictions, strengths and weaknesses.
31. IDEA GENERATION ATTITUDE stand-up comedian, advertiser, adventurer. Open up, accept, let go. POINTS OF INTEREST Many ideas, speed, flexibility, keep moving, don’t stop until the deadline is reached.
32. IDEA SELECTION ATTITUDE Lawyer, retrieve useful information from a wild bunch of ideas, collect evidences and arguments, prepare a plea, prepare a plan B. POINTS OF INTEREST Trim, underpin, rank, enrich.
33. IDEA COMMUNICATION ATTITUDE Salesman, politician, negotiator, crisis manager,… POINTS OF INTEREST Restructure your story according to the audience, focus on the interest of your audience, create a win-win…
43. DEFINITION Define the playground of yourproblem, draw the box you want to think out of. Become a specialist in this topic you are workingon. Redefine things in a challenging way.Take a deep breath before you start…
46. PROBLEM DEFINITION BOUNDARY EXAMINATION Verhogen van de stijfheid van lichtgewichtthermoplastische composiet structuur met als doel te komen tot nieuw hardschaligkofferconcept met 2- of 3- puntssluiting.
53. IDEA GENERATION OSBOURNE CHECKLIST Substitute Who else instead?What else instead?Other ingredient?Other material?Other process?Other power?Other place?Other approach?Other tone of voice? Adapt What else is like this?What other idea does this suggest?Does the past offer parallel?What could I copy?Whom could I emulate? New twist?Change meaning, color, motion, sound, odor, form, shape?Other shapes? Magnify What to add?More time?Greater frequency?Stronger?Higher?Longer?Thicker?Extra Value?Plus ingredient?Duplicate?Multiply?Exaggerate? Modify New twist?Change meaning, color, motion, sound, odor, form, shape?Other shapes? Reverse Transpose positive and negative?How about opposites?Turn it backward?Turn it upside down?Reverse roles?Change shoes?Turn tables?Turn other cheek? Rearrange Interchange components?Other pattern?Other layout?Other sequence?Transpose cause and effect?Change pace?Change schedule? Combine How about a blend, an alloy, an assortment, an ensemble?Combine units? Combine purposes? Combine appeals?Combine ideas? Eliminate What to subtract? Smaller?Condensed?Miniature?Lower?Shorter?Lighter?Omit?Streamline?Split up?Understate? Put to other uses New ways to use as is?Other uses if modified?
66. IDEA SELECTION SIX THINKING HATS (Edward de Bono) Beoordeel uw ideeën vanuit verschillende perspectieven
67. MATERIALIZATION Build a story, makeitreal, spread yourvision.Exciteyourcolleagues, look for partnerships.Relax for a while…Now move on to the next level.
75. IDEA COMMUNICATION MADE TO STICK Sellyour top idea and makeit even stronger. (Chip & Dan Heath) Simple – Unexpected – Concrete – Credible – Emotional – Story