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“Everybody loves an innovation, an idea that sells.“ But how do we arrive at such ideas that sell? And is it possible to learn how to become an innovator? Over the years Design Thinking – a program originally developed in the engineering department of Stanford University and offered by the two D-schools at the Hasso Plattner Institutes in Stanford and in Potsdam – has proved to be really successful in educating innovators. It blends an end-user focus with multidisciplinary collaboration and iterative improvement to produce innovative products, systems, and services. Design Thinking creates a vibrant interactive environment that promotes learning through rapid conceptual prototyping. In 2008, the HPI-Stanford Design Thinking Research Program was initiated, a venture that encourages multidisciplinary teams to investigate various phenomena of innovation in its technical, business, and human aspects. The researchers are guided by two general questions: 1. What are people really thinking and doing when they are engaged in creative design innovation? How can new frameworks, tools, systems, and methods augment, capture, and reuse successful practices? 2. What is the impact on technology, business, and human performance when design thinking is practiced? How do the tools, systems, and methods really work to get the innovation you want when you want it? How do they fail? In this book, the researchers take a system’s view that begins with a demand for deep, evidence-based understanding of design thinking phenomena. They continue with an exploration of tools which can help improve the adaptive expertise needed for design thinking. The final part of the book concerns design thinking in information technology and its relevance for business process modeling and agile software development, i.e. real world creation and deployment of products, services, and enterprise systems.




“Everybody loves an innovation, an idea that sells.“ But how do we arrive at such ideas that sell? And is it possible to learn how to become an innovator? Over the years Design Thinking – a program originally developed in the engineering department of Stanford University and offered by the two D-schools at the Hasso Plattner Institutes in Stanford and in Potsdam – has proved to be really successful in educating innovators. It blends an end-user focus with multidisciplinary collaboration and iterative improvement to produce innovative products, systems, and services. Design Thinking creates a vibrant interactive environment that promotes learning through rapid conceptual prototyping. In 2008, the HPI-Stanford Design Thinking Research Program was initiated, a venture that encourages multidisciplinary teams to investigate various phenomena of innovation in its technical, business, and human aspects. The researchers are guided by two general questions: 1. What are people really thinking and doing when they are engaged in creative design innovation? How can new frameworks, tools, systems, and methods augment, capture, and reuse successful practices? 2. What is the impact on technology, business, and human performance when design thinking is practiced? How do the tools, systems, and methods really work to get the innovation you want when you want it? How do they fail? In this book, the researchers take a system’s view that begins with a demand for deep, evidence-based understanding of design thinking phenomena. They continue with an exploration of tools which can help improve the adaptive expertise needed for design thinking. The final part of the book concerns design thinking in information technology and its relevance for business process modeling and agile software development, i.e. real world creation and deployment of products, services, and enterprise systems.


“Everybody loves an innovation, an idea that sells.“ But how do we arrive at such ideas that sell? And is it possible to learn how to become an innovator? Over the years Design Thinking – a program originally developed in the engineering department of Stanford University and offered by the two D-schools at the Hasso Plattner Institutes in Stanford and in Potsdam – has proved to be really successful in educating innovators. It blends an end-user focus with multidisciplinary collaboration and iterative improvement to produce innovative products, systems, and services. Design Thinking creates a vibrant interactive environment that promotes learning through rapid conceptual prototyping. In 2008, the HPI-Stanford Design Thinking Research Program was initiated, a venture that encourages multidisciplinary teams to investigate various phenomena of innovation in its technical, business, and human aspects. The researchers are guided by two general questions: 1. What are people really thinking and doing when they are engaged in creative design innovation? How can new frameworks, tools, systems, and methods augment, capture, and reuse successful practices? 2. What is the impact on technology, business, and human performance when design thinking is practiced? How do the tools, systems, and methods really work to get the innovation you want when you want it? How do they fail? In this book, the researchers take a system’s view that begins with a demand for deep, evidence-based understanding of design thinking phenomena. They continue with an exploration of tools which can help improve the adaptive expertise needed for design thinking. The final part of the book concerns design thinking in information technology and its relevance for business process modeling and agile software development, i.e. real world creation and deployment of products, services, and enterprise systems.
Content:
Front Matter....Pages i-xxi
Front Matter....Pages 1-1
Design Thinking: A Fruitful Concept for IT Development?....Pages 3-18
A Unified Innovation Process Model for Engineering Designers and Managers....Pages 19-43
Product Differentiation by Aesthetic and Creative Design: A Psychological and Neural Framework of Design Thinking....Pages 45-57
Front Matter....Pages 59-59
Re-representation: Affordances of Shared Models in Team-Based Design....Pages 61-79
The Co-evolution of Theory and Practice in Design Thinking – or – “Mind the Oddness Trap!”....Pages 81-99
Innovation and Culture: Exploring the Work of Designers Across the Globe....Pages 101-110
The Efficacy of Prototyping Under Time Constraints....Pages 111-128
Front Matter....Pages 129-129
An Instrument for Real-Time Design Interaction Capture and Analysis....Pages 131-145
Tele-Board: Enabling Efficient Collaboration In Digital Design Spaces Across Time and Distance....Pages 147-164
Physicality in Distributed Design Collaboration....Pages 165-178
Front Matter....Pages 179-179
Bringing Design Thinking to Business Process Modeling....Pages 181-195
Agile Software Development in Virtual Collaboration Environments....Pages 197-218
Towards Next Generation Design Thinking: Scenario-Based Prototyping for Designing Complex Software Systems with Multiple Users....Pages 219-236


“Everybody loves an innovation, an idea that sells.“ But how do we arrive at such ideas that sell? And is it possible to learn how to become an innovator? Over the years Design Thinking – a program originally developed in the engineering department of Stanford University and offered by the two D-schools at the Hasso Plattner Institutes in Stanford and in Potsdam – has proved to be really successful in educating innovators. It blends an end-user focus with multidisciplinary collaboration and iterative improvement to produce innovative products, systems, and services. Design Thinking creates a vibrant interactive environment that promotes learning through rapid conceptual prototyping. In 2008, the HPI-Stanford Design Thinking Research Program was initiated, a venture that encourages multidisciplinary teams to investigate various phenomena of innovation in its technical, business, and human aspects. The researchers are guided by two general questions: 1. What are people really thinking and doing when they are engaged in creative design innovation? How can new frameworks, tools, systems, and methods augment, capture, and reuse successful practices? 2. What is the impact on technology, business, and human performance when design thinking is practiced? How do the tools, systems, and methods really work to get the innovation you want when you want it? How do they fail? In this book, the researchers take a system’s view that begins with a demand for deep, evidence-based understanding of design thinking phenomena. They continue with an exploration of tools which can help improve the adaptive expertise needed for design thinking. The final part of the book concerns design thinking in information technology and its relevance for business process modeling and agile software development, i.e. real world creation and deployment of products, services, and enterprise systems.
Content:
Front Matter....Pages i-xxi
Front Matter....Pages 1-1
Design Thinking: A Fruitful Concept for IT Development?....Pages 3-18
A Unified Innovation Process Model for Engineering Designers and Managers....Pages 19-43
Product Differentiation by Aesthetic and Creative Design: A Psychological and Neural Framework of Design Thinking....Pages 45-57
Front Matter....Pages 59-59
Re-representation: Affordances of Shared Models in Team-Based Design....Pages 61-79
The Co-evolution of Theory and Practice in Design Thinking – or – “Mind the Oddness Trap!”....Pages 81-99
Innovation and Culture: Exploring the Work of Designers Across the Globe....Pages 101-110
The Efficacy of Prototyping Under Time Constraints....Pages 111-128
Front Matter....Pages 129-129
An Instrument for Real-Time Design Interaction Capture and Analysis....Pages 131-145
Tele-Board: Enabling Efficient Collaboration In Digital Design Spaces Across Time and Distance....Pages 147-164
Physicality in Distributed Design Collaboration....Pages 165-178
Front Matter....Pages 179-179
Bringing Design Thinking to Business Process Modeling....Pages 181-195
Agile Software Development in Virtual Collaboration Environments....Pages 197-218
Towards Next Generation Design Thinking: Scenario-Based Prototyping for Designing Complex Software Systems with Multiple Users....Pages 219-236
....
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