Design Thinking Research: Making Distinctions: Collaboration versus Cooperation 1st Edition by Hasso Plattner, Christoph Meinel, Larry Leifer – Ebook PDF Instant Download/DeliveryISBN: 3319609661, 9783319609669
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ISBN-10 : 3319609661
ISBN-13 : 9783319609669
Author: Hasso Plattner, Christoph Meinel, Larry Leifer
This book summarizes the results of Design Thinking Research Program at Stanford University in Palo Alto, California, USA and the Hasso Plattner Institute in Potsdam, Germany. Offering readers a closer look at design thinking, its innovation processes and methods, it covers topics ranging from how to design ideas, methods and technologies, to creativity experiments and creative collaboration in the real world, and the interplay between designers and engineers. But the topics go beyond this in their detailed exploration of design thinking and its use in IT systems engineering fields, and even from a management perspective. The authors show how these methods and strategies actually work in companies, and introduce new technologies and their functions. Furthermore, readers learn how special-purpose design thinking can be used to solve thorny problems in complex fields. Thinking and devising innovations are fundamentally and inherently human activities – so is design thinking. Accordingly, design thinking is not merely the result of special courses nor of being gifted or trained: it’s a way of dealing with our environment and improving techniques, technologies and life. This edition offers a historic perspective on the theoretical foundations of design thinking. Within the four topic areas, various frameworks, methodologies, mindsets, systems and tools are explored and further developed. The first topic area focuses on team interaction, while the second part addresses tools and techniques for productive collaboration. The third section explores new approaches to teaching and enabling creative skills and lastly the book examines how design thinking is put into practice. All in all, the contributions shed light and provide deeper insights into how to support the collaboration of design teams in order to systematically and successfully develop innovations and design progressive solutions for tomorrow.
Design Thinking Research: Making Distinctions: Collaboration versus Cooperation 1st Table of contents:
Introduction: Reflections on Working Together—Through and Beyond Design Thinking
1 In the Pursuit of Breakthrough-Innovation, Is It Necessary to Make a Critical Distinction Between
2 The HPI-Stanford Design Thinking Research Program
2.1 Program Vision and Goals
2.2 Road Map Through This Book
2.3 Part I: Modelling and Mapping Teamwork
2.4 Part II: Tools and Techniques for Productive Collaboration
2.5 Part III: Teaching, Training, Priming: Approaches to Teaching and Enabeling Creative Skills
2.6 Part IV: Design Thinking in Practice
3 Outlook
Theoretical Foundations of Design Thinking
1 John E. Arnold: Collaborator, Experimenter and Visionary
2 A Theory of the Creative Mindset
3 A Theory of Thinking Modes
4 A Theory of Problem Types
5 Theory of Creativity Blocks
6 Defining Creativity
7 A Theory of the Creative Process
8 A Classification of Creativity Approaches
9 A Theory of Creative Thinking Education and Meta-Cognitive Control
10 The Term “Design Thinking” in Arnold’s Framework
11 Selected Advancements of Arnold’s Creative Thinking Framework and Differences to Design Thinking
References
Part I Modelling and Mapping Teamwork
Quadratic Model of Reciprocal Causation for Monitoring, Improving, and Reflecting on Design Team Per
1 Introduction
2 Research Objective
3 Model Development Process
3.1 Literature Review
3.2 Investigating Design Context and Performance Through a Graduate Design Course
4 Bandura’s Model of Reciprocal Causation
5 Quadratic Model of Reciprocal Causation
5.1 Person
5.2 Behavior
5.3 Environment
5.3.1 Physical Environment
5.3.2 Institutional Environment
5.3.3 Relational Environment
5.4 Artifact
6 Implication for Design Practice
7 Implications for Design Research
References
Breaks with a Purpose
1 Introduction
2 Related Work
3 Research Method
3.1 Interviews
3.2 Observations
4 General Findings on Break Initiation, Activities, Purpose and Problems
5 Characteristics of Break Activities
6 Mapping Break Characteristics and Break Effects
6.1 Level of Planning: Planned vs. Spontaneous Breaks
6.2 Activity Level: Active vs. Passive Breaks
6.3 Social Dimension: Individual Breaks vs. Group Breaks
6.4 Distance to the Project: Project Related vs. Non-project Related
7 Discussion
8 Summary
References
Part II Tools and Techniques for Productive Collaboration
Mechanical Novel: Crowdsourcing Complex Work Through Reflection and Revision
1 Introduction
2 Related Work
2.1 Collaborating Through Context-Free Tasks
2.2 Crowdsourcing with Global Goals in Mind
3 Mechanical Novel
3.1 Designing Workflows Based on Expert Practice
3.2 Initialization: Creating a First Draft
3.3 Reflect: Choosing a High-Level Goal
3.4 Revise: Translate Goals into Actionable Tasks
4 Evaluation
4.1 Benchmark Study
4.2 Story Writing Study
5 Discussion
5.1 Enabling Flexibility and Encouraging Diversity
5.2 Going Beyond Short Stories
5.3 Designing Collaboration Around Reflection and Revision
6 Conclusion
Appendix
References
Mosaic: Designing Online Creative Communities for Sharing Works-in-Progress
1 Introduction
2 Related Work
2.1 Online Creative Communities
2.2 The Effect of the Creative Process on Outcomes
3 Formative Study
4 Mosaic
4.1 Projects and Works-in-Progress
4.2 Scenario
4.3 A Focus on Process
5 Evaluation
5.1 Method
6 Results
6.1 Sharing Process Served as Vehicles for Reflection
6.2 Feedback Helps Validate Process
6.3 Teaching Through WIPs, Teaching Through Feedback
6.4 Showcasing Failure is Uncomfortable
7 Discussion
7.1 A Design Space for Sharing Creative Work
7.2 Process as Intellectual Property
7.3 Growing the Mosaic Community
8 Conclusion
References
Investigating Tangible Collaboration for Design Towards Augmented Physical Telepresence
1 Introduction
2 Related Work
2.1 Gestures in Video-Mediated Communication
2.2 Mixed Reality
2.3 Telerobotics
2.4 Tangible Remote Collaboration
3 User Evaluation
3.1 Design
3.2 Materials
3.3 Procedure
3.4 Preliminary Findings
3.5 Implications for Design
4 Mixed Reality + Remote Collaboration Platform
4.1 Preliminary Exploration
4.2 Implementation
5 Limitations and Future Work
6 Conclusion
References
The Interaction Engine
1 Introduction
2 The Interaction Engine Framework
2.1 Single Board, Operating-System-Based Computer
2.2 Physical Computing Interface
2.3 Connection to the Cloud
2.4 Open-Source Linux Operating System
3 Prior Work
3.1 Standalone Systems
3.2 Tethered Systems
3.3 Integrated Systems
3.4 eMbedded-Gateway-Cloud
4 Sofabot Case Study
5 Exploring Interaction Engines with Designers
5.1 Workshop Participants
5.2 Workshop Tutorial
5.3 Our Interaction Engine “Untoolkit”
5.4 Workshop Findings
5.4.1 Getting on the Network
5.4.2 Understanding Technologies
5.4.3 Text-Based Interaction
5.4.4 Distributed Development
5.4.5 Code Stitching
5.4.6 Demystifying the Computer
6 Interaction Engines in the Wild
6.1 Networked Plant Monitoring
6.2 Computer Vision Enabled Art
6.3 Web-Controlled Interactive Robot
7 Discussion
8 Future Work
9 Conclusion
References
Making the Domain Tangible: Implicit Object Lookup for Source Code Readability
1 Introduction
2 From Generic Objects to Domain Objects
2.1 Objects and Messages in Squeak/Smalltalk
2.2 Generic Objects
2.3 Domain Objects
2.4 Domain Objects by Example
2.5 Challenges for Object Lookup in Object-Oriented Systems
3 Our Approach: Implicit Object Lookup and Exchange
3.1 Object Roles
3.2 Resolve and Map
3.3 Triggers and Predicates
3.4 Object Cache
3.5 Tool Support and Virtual Object Protocol
3.6 Extensibility and Readability
4 Scenarios
4.1 Simple: Create Email Address
4.2 External: Display a Picture from Gravatar
4.3 Structure: Questions and Answers from StackOverflow
5 Discussion
6 Conclusion
References
“… and not building on that”: The Relation of Low Coherence and Creativity in Design Conversat
1 The Importance of Focus Shifts in Design Thinking
1.1 Divergence and Design Thinking
1.2 Design Fixation and Coping Strategies
1.3 Shifting the Focus of Attention to Overcome Design Fixation
2 Low Coherence as a Linguistic Equivalent of Focus Shifts
3 Case Study
3.1 Empirical Data and Data Selection
3.2 Synopsis of Key Episode
3.3 Data Selection and Analysis
3.3.1 Latent Semantic Analysis
3.3.2 Topic Markup Scheme
3.4 Conversation Analysis
4 Conclusion
References
Part III Teaching, Training, Priming: Approaches to Teaching and Enabling Creative Skills
The DT MOOC Prototype: Towards TeachingDesign Thinking at Scale
1 Introduction
2 Towards a Design Thinking MOOC
2.1 Theoretical Background
3 MOOC Testing
4 Pilot Version of the MOOC Prototype
4.1 Results and Analysis
4.2 Learning for the MOOC Prototype Test Run
5 MOOC Prototype on openHPI
5.1 MOOC Protoype Setup
5.2 Test Cohort
5.3 MOOC Prototype Evaluation Measures
5.4 Prototype Test Results and Learning
5.5 Evaluation of openHPI Features
6 Outlook
References
Creativity in the Twenty-first Century: The Added Benefit of Training and Cooperation
1 Introduction
1.1 Creativity: Defined
1.2 Creativity: Measured
2 Team Creativity (Fig. 1): A Literature Review
2.1 Wait…What Was I Going to Say?
2.2 Your Idea Made Me Think Of…
2.3 Larger Groups Can Generate More Ideas Disproportionately
2.4 Free-Riders and the Sucker-Effect
2.5 Diversity Is Good
2.6 Does Gender Matter?
2.7 Fight It Out?
3 Creativity Training: Our Results
4 Conclusion
References
Priming Designers Leads to Prime Designs
1 Conceptual Design
2 Useful Priming for Designers
3 Implicit Priming
4 Study 1: Priming Designers to Communicate Sustainability Through Product Features
4.1 Method
4.2 Results
4.3 Discussion
5 Study 2: Priming to Help Designers Generate More Unique, User-Centered Concepts
5.1 Method
5.2 Results
5.3 Discussion
6 General Discussion
References
From Place to Space: How to Conceptualize Placesfor Design Thinking
1 Introduction
2 Conceptual Understandings of Places, Spaces, and Design Thinking
2.1 Place and Space: A Clarification
2.2 Space as a Relational Concept
2.3 Design Thinking: Mindset, Work Modes, and Process-Related Activities
3 The Design Thinking Place at HPI D-School Potsdam
3.1 Overview
3.2 Organizational Context
3.3 Spatial Structures
3.4 Users and Needs
3.5 The Design Thinking Place at the HPI D-School
3.6 Similarities and Differences of Design Thinking Places in Educational Institutions and Other Org
4 Discussion
References
Part IV Design Thinking in Practice
Mapping and Measuring Design Thinking in Organizational Environments
1 Introduction
2 Design Thinking Ecologies
2.1 Background
2.2 Methods
2.3 Initial Results
3 Study 2: Design Thinking Communities of Practice
3.1 Background
3.2 Methods
3.3 Results
4 Conclusion
References
Human Technology Teamwork: Enhancing the Communication of Pain Between Patients and Providers
1 Introduction
1.1 Increased Documentation Time
1.2 Check-Box Charting Without Narrative Reporting
1.3 Lack of Point-of-Care and Real-Time Documentation
1.4 Existing Technology
2 From Provider-Centered to Patient-Centered Focus
3 Need Finding: Observation and Interviews
4 Early Stage Prototype Development
5 Summary of Pain Management Pilot Study
6 Discussion and Future Work
6.1 Communication Problems Between Patients and Providers
6.2 Need for a Conceptual Shift
References
Learning from Success and Failure in Healthcare Innovation:The Story of Tele-Board MED
1 Introduction
1.1 Analyzing Failure and Success
1.2 Innovation Challenges in the Healthcare Sector
2 The Tele-Board MED Story
2.1 The Idea Is Born
2.2 Dry Run with Psychotherapists
2.3 Early Internal Testing
2.4 The First Real-World Tele-Board MED Prototype
2.5 Wet Run at the Ambulant Clinic (Which Fizzled Out Before It Had Hardly Begun)
2.6 Inquiry About Barriers
2.7 New Start with a Second Real-World Tele-Board MED Prototype
2.8 Learning from Proxy Patients in a Non-Clinical Context
3 Conclusion
References
The Design Thinking Methodology at Work: Semi-Automated Interactive Recovery
1 Introduction
2 State of the Art
2.1 Innovation Process Models and Theories
2.2 Design Team Behavior
2.3 Capturing, Recovering, and Tracing Innovation
3 Semi-Automated Interactive Recovery Approach
4 Application Example
5 Conclusion
References
Abracadabra: Imagining Access to Creative Computing Toolsfor Everyone
1 Motivation: Closing the Gap Between Idea and Prototype
1.1 Accessibility: There When You Need It
2 Barriers to Novice Electronics Prototyping
3 Methods: “First-Person” Prototyping a Smart Shoe
3.1 The Smart Shoe Design Challenge
4 Results and Observations
5 Conclusions
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