Design Thinking Research (eBook)
VIII, 310 Seiten
Springer International Publishing (Verlag)
978-3-030-28960-7 (ISBN)
Extensive research conducted by the Hasso Plattner Design Thinking Research Program at Stanford University in Palo Alto, California, USA, and the Hasso Plattner Institute in Potsdam, Germany, has yielded valuable insights on why and how design thinking works. The participating researchers have identified metrics, developed models, and conducted studies, which are featured in this book, and in the previous volumes of this series.
Offering readers a closer look at design thinking, and its innovation processes and methods, this volume addresses the new and growing field of neurodesign, which applies insights from the neurosciences in order to improve design team performance.
Thinking and devising innovations are inherently human activities - and so is design thinking. Accordingly, design thinking is not merely the result of special courses or of being gifted or trained: it is a way of dealing with our environment and improving techniques, technologies and life in general. As such, the research outcomes compiled in this book are intended to inform and provide inspiration for all those seeking to drive innovation - be they experienced design thinkers or newcomers.
Foreword 6
Contents 8
Introduction 10
1 Investigation of Design Team Performance 10
1.1 Identifying and Overcoming of Creativity Blocks 14
1.2 Orientation 15
1.3 The Applicability of Neuro Design Research 16
2 The HPI-Stanford Design Thinking Research Program 17
2.1 Program Vision and Goals 17
2.2 Road Map Through This Book 18
2.3 Outlook 19
References 20
New Approaches to Design Thinking Education 22
Accessing Highly Effective Performative Patterns 23
1 Introduction 24
2 The State of Play in Design Thinking Education 25
2.1 Design Thinking Learning Outcomes 25
3 Design-as-Performance: A Praxis Approach to DT Education 27
4 Theory of Performance 29
4.1 Defining Performative Patterns 29
5 Teaching Performative Patterns 31
5.1 Fundamental Units 32
6 Designing as Performance: Components, Elements, and Core Concepts 33
6.1 Media, Behaviors, and Frameworks for Performance 33
6.2 Accessing Highly Effective Performative Patterns 34
6.3 Formal Elements of Training Packages 34
6.4 Assessing Training Packages 37
7 Conclusion 38
Publication Bibliography 39
Designing a Synthesis MOOC: Lessons from Frameworks, Experiments and Learner Paths 42
1 Introduction 42
2 Course Design: Inspired by Frameworks and Experimentation 44
3 MOOC #2: General Results 47
4 Looking into Synthesis Paths 48
References 53
Reflective Tools for Capturing and Improving Design Driven Creative Practice in Educational Environments 55
1 Introduction 55
2 What Is Design Thinking? 56
3 The Design Process Versus the Creative Process 57
4 Measuring Design Driven Creative Practice 62
4.1 Background 62
4.2 Materials 62
4.3 Output 64
4.4 Conclusion 64
5 The Influence of Academic Settings on Design Driven Creative Practice 64
5.1 Background 64
5.2 Materials 65
5.3 Output 69
5.4 Conclusion 69
6 Conclusion 69
References 70
Augmenting Learning of Design Teamwork Using Immersive Virtual Reality 72
1 Introduction 72
2 Challenges to Design Team Learning 73
2.1 Lack of Exposure to Varying Context 73
2.2 Lack of Deliberate Practice 74
2.3 Lack of Appropriate Feedback Channels 74
3 Virtual Reality as a Medium to Augment Design Team Learning 74
4 Affordances and Limitations of VR 76
4.1 Affordances of VR for Simulating Design Teamwork 76
4.2 Limitations of VR for Simulating Design Teamwork 77
5 Prospective Case: Using VR for Augmenting Design Team Learning 77
6 Research Agenda to Realize the Promise of VR 78
6.1 Research Targeting the Fidelity of VR Teamwork to Real Teamwork 79
6.2 Research Targeting the Influence of VR Team Work on Participant Learning 79
6.3 Research Targeting the Conditions for Designing an Optimal VR Experience for Design Team Learning 80
7 Conclusion 80
References 80
Exploring Effective Team Interaction 82
Hive: Collective Design Through Network Rotation 83
1 Introduction 84
2 Related Work 86
2.1 Membership Change Brings New Insight to Teams 86
2.2 Open Innovation and Crowdsourced Design 87
3 Hive 88
4 Network Rotation 89
4.1 Constructing a Collaboration Network 90
4.2 Optimization: Tie Strength and Network Efficiency 91
4.3 Stochastic Search 92
5 Field Experiment 94
5.1 Method 94
5.2 Results 97
6 Field Deployment: Firefox Accessibility 101
6.1 Method 102
6.2 Results 102
7 Discussion and Future Work 106
7.1 Trading Off Local Effectiveness with Global Desirability 106
7.2 Boundary Conditions of the Effectiveness of Network Rotation 107
7.3 Limitations 108
7.4 Design Implications 109
7.5 Ethical Implications 110
8 Conclusion 110
References 111
Towards Empirical Evidence on the Comprehensibility of Natural Language Versus Programming Language 115
1 Introduction 115
2 Experimental Design 118
2.1 Experimental Layout and Operationalizing of Variables 118
2.2 Scenarios: Creation Process and Document Properties 119
2.3 Questionnaires: Structure and Measurement 122
2.4 Participants: Selection and Training 123
3 Experiment Procedure 124
3.1 Participant Management in Amazon Mechanical Turk 125
3.2 Questionnaire via SurveyMonkey 125
3.3 Pre-processing the Results 127
4 Results and Discussion 127
4.1 Participants’ Background and Behavior 128
4.2 Analysis of Quantitative Results 129
4.3 Summary of Qualitative Feedback 130
4.4 Threats to Validity 132
5 Related Work 133
6 Summary and Conclusions 134
References 135
Team Creativity Between Local Disruption and Global Integration 136
1 Introduction 136
2 The Coherence Style Framework (CSF) 138
3 The Interplay Between Local Disruption and Global Integration 141
4 Implications 143
References 144
The Neuroscience of Team Collaboration During a Design Thinking Event in Naturalistic Settings 146
1 Introduction 146
1.1 Neuroscience of Design Thinking 147
1.2 Neuroscience of Design Teams 148
1.3 Hyperscanning as a Promising Measure of Social Interaction 148
2 Experimental Design 150
2.1 Experimental Procedure and Tasks 151
2.2 Post Experiment Assessments 152
2.3 Creative Divergent Thinking (DT) 152
2.4 Alternate Uses Task (AUT) 153
2.5 Executive Functions 153
2.6 The Wechsler Abbreviated Scale of Intelligence-II 153
2.7 Task Related Assessments 154
2.8 Assessing IBS of Design Teams 155
3 Implications and Future Activities 155
References 155
Mining the Role of Design Reflection and Associated Brain Dynamics in Creativity 158
1 Introduction 159
2 Background 160
2.1 Defining Reflection 160
2.2 The Role of Reflection in Design Thinking 161
2.3 Defining Rumination 162
2.4 The Role of Rumination in Design Thinking 162
2.5 Relationship Between Reflection and Rumination 162
3 Our Approach 163
3.1 The Design Team Activity Phase 164
3.2 Behavioral Assessment Phase 166
3.3 fMRI Scan Phase 166
4 Challenges Faced and Discussion 167
5 Future Work and Impact 168
References 169
Tools to Support Design Thinking Practices 171
Prototyper: A Virtual Remote Prototyping Space 172
1 Introduction 172
2 Prototyper 173
2.1 3D Modeling Using a Basic Construction Kit 175
2.2 Interfaces to the Analog World—Import and Export of Physical and Virtual Prototypes 176
2.3 Awareness Through Audio-Visual Remote User Embodiment 176
2.4 A Web Browser-Based Cross-Platform Application for Immediate Access 179
2.5 Interaction 180
3 Conclusion and Future Work 183
References 184
Investigating Active Tangibles and Augmented Reality for Creativity Support in Remote Collaboration 186
1 Introduction 186
2 Background 187
2.1 Computer Supported Cooperative Work 187
2.2 TUI for Collaboration and Their Benefits 188
2.3 Active Tangibles for Remote Collaboration 188
2.4 Tangible Augmented Reality 189
2.5 Motivations and Approach 189
3 Implementation 190
3.1 User Tracking 190
3.2 Augmented Reality 191
3.3 Active Tangibles 192
3.4 Remote Synchronization and Communication 193
4 Design Considerations 193
4.1 Multiplying Communication Channels 194
4.2 Preventing Concurrent Manipulations 194
5 Applications 194
5.1 Lego Serious Play 195
5.2 Remote Collaborative Learning 196
6 Limitations and Future Work 197
7 Conclusion 198
References 198
DT@IT Toolbox: Design Thinking Tools to Support Everyday Software Development 202
1 Introduction 202
2 Background and Related Work 204
3 Methodology 206
3.1 Research Design (Mixed Methods Approach) 206
3.2 Initial Assessment 207
3.3 DT@IT Toolbox Development and Evaluation 208
3.4 Final Assessment 209
4 DT@IT Toolbox 210
5 Results 214
5.1 Method Evaluation 216
5.2 Empathy Evaluation 219
6 Discussion and Limitations 222
7 Conclusion and Future Work 224
References 225
Poirot: A Web Inspector for Designers 229
1 Introduction 229
2 Related Work 231
3 Formative Investigation 232
3.1 Interviews 232
3.2 Designer Survey 234
3.3 Collection and Analysis of Design Documents 235
3.4 Key Insights 235
4 Tool Design 235
4.1 Selecting Elements 236
4.2 Updating Styles and Content 237
4.3 Maintaining Visual Consistency 237
4.4 Tracking Changes and Documentation 239
5 User Study 240
5.1 Participants 240
5.2 Apparatus 240
5.3 Tasks 240
5.4 Procedure 241
6 Results 243
6.1 Task Completion 243
6.2 Time 244
6.3 NASA TLX 245
7 Discussion 246
8 Limitations and Future Work 247
9 Conclusion 248
References 248
Applying Design Thinking Practices 252
Getting Hands-on with Tele-Board MED: Experiencing Computer-Supported Teamwork in Therapist-Patient Sessions 253
1 Introduction 254
2 The Tele-Board MED System 255
2.1 Digital Note-Taking with Tele-Board MED 256
2.2 Creating Medical Reports with Tele-Board MED 257
3 User Experience Study with Therapists 259
3.1 Study Participants and Setup 259
3.2 Goals and Hypotheses 261
3.3 Evaluating the Report Generation Feature 262
3.4 Tele-Board MED User Experience Evaluation 263
3.5 Assessing Interactions Through Video Analysis 264
4 Conclusion 268
References 269
Towards More Human-Centered openHPI Collab Spaces 271
1 Introduction 272
2 The Collab Space 273
3 Research Approach 274
3.1 The MOOC ‘Object-Oriented Programming in Java’ as a Field of Experiment 276
3.2 Feedback on the Different Collaboration Tools 277
3.3 Patterns and Findings 279
3.4 Prototyping and Testing 281
4 The Iteration Phase 282
5 Conclusion 285
References 285
Overcoming Prominent Pitfalls of Work Space (Re-)Design: Using a Theoretical Perspective to Reflect and Shape Practice 287
1 Introduction 287
2 Perspectives on Space 289
2.1 Interactionist Understanding of Space 290
2.2 Psychological Ownership 291
2.3 Affordances 292
2.4 The Frankfurt Kitchen: Why Size Does Not Always Matter 293
3 Analyzing the Status Quo 295
3.1 Jobs to Be Done: Work Space Beyond Functionality 295
3.2 User Journeys: Understand Who Does What with Which Tools 297
3.3 Going Beyond: Some Hands-on Exercises 298
4 The Behavioral and Cultural Components of Space 301
4.1 Changing Space Through Changing Behavior 302
4.2 Changing a Space as Change Management 304
5 Discussion 306
References 307
Erscheint lt. Verlag | 25.9.2019 |
---|---|
Reihe/Serie | Understanding Innovation | Understanding Innovation |
Zusatzinfo | VIII, 310 p. |
Sprache | englisch |
Themenwelt | Mathematik / Informatik ► Informatik ► Software Entwicklung |
Wirtschaft ► Betriebswirtschaft / Management ► Wirtschaftsinformatik | |
Schlagworte | creative collaboration • design thinking • DTR • Hasso Plattner Institute • Innovating creativity • IT Development • Neuroscience and Design Thinking • School of design thinking • Stanford Design Thinking Research Program • Stanford D-School |
ISBN-10 | 3-030-28960-5 / 3030289605 |
ISBN-13 | 978-3-030-28960-7 / 9783030289607 |
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