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In Chapter 11, we focus on creativity and design in the context of group operations and productivity. We discuss the importance of structure to effective group performance and describe practices and considerations that, if implemented, promote the effectiveness of group facilitation. In addition, we discuss a wide variety of techniques that can be utilized to enhance group decision making, problem solving, and the building of trust and member engagement. We introduce strategies for dealing with conflicts among group members.
Self-instructional media in education has the potential to address educational challenges such as accessibility, flexible and personalised learning, real-time assessment and resource efficiency. The objectives of this study are to (1) develop programmed instructions to teach design thinking concepts and (2) investigate its effects on secondary school students’ understanding of these concepts. A design thinking workshop was conducted with secondary school students; subsequently, their understanding of design thinking concepts gained through digital programmed instructions was evaluated. The study involved 33 novice secondary school students from grades 6 to 9 in India, who worked in teams to find and solve real-life, open-ended, complex problems during the workshop using the design thinking process. Data on (i) the individual performance in understanding design thinking concepts and (ii) team performance in design problem finding and solving were collected using individual tests and teams’ outcome evaluations, respectively. Students’ perceptions of the effectiveness of the programmed instructions for supporting understanding of the concepts were also captured. Results show the positive effects on students’ understanding of design thinking concepts as well as on their problem-finding and solving skills. The results justify the use of programmed instructions in secondary school curricula to advance design thinking concepts. The current version of programmed instruction has limitations, including the absence of branching mechanisms, a detailed feedback system, multimodal content and backend functionalities. Future work will aim to address these issues and overcome these shortcomings.
Universities face a critical crossroads, in need of swift, targeted, and efficient actions to address future challenges. This necessities a strategic approach to updating and assessing engineering design education. Efforts to improve teaching and learning require systematic change in many universities, yet research on structuring such change is scarce. Few studies have combined a systems perspective with a functional operational level. This research embeds design thinking to structure to isolated actions. Drawing from an extensive literature review of educational change frameworks and several illustrative cases, this article demonstrates the potential of design-driven change. It highlights how dynamic interrelations can facilitate educational transformations across diverse academic levels. By presenting an educational ecosystem as a framework for systematic educational change, design thinking functions as a catalyst for educational transformation. The article also presents case findings that strengthen supportive actions ingrained in existing change research frameworks connecting, them to a transparent approach for sustainable and careful decision-making.
Efforts to promote creativity often centre on encouraging people to engage in 'design thinking', 'systems thinking' and 'entrepreneurial thinking'. These different approaches are most often defined, taught and applied in mutual isolation, which has obscured what distinguishes them from each other, what they have in common and how they might be combined. These three approaches are also most often described in isolation from the approaches that characterize other disciplines, all of which are relevant to how problems are identified, framed and solved. These other approaches include 'computational thinking', 'engineering thinking', 'scientific thinking', 'evolutionary thinking', 'mathematical thinking', 'statistical thinking', 'geographical thinking', 'historical thinking', 'anthropological thinking' and many more. Examining these approaches as a set allows each of them to be better understood, and also reveals the connections and contrasts between them. Such comparisons provide the foundation for a more coordinated project to represent how different disciplinary approaches contribute to creative work.
Design creativity describes the process by which needs are explored and translated into requirements for change. This Element examines the role of design creativity within the context of healthcare improvement. It begins by outlining the characteristics of design thinking, and the key status of the Double Diamond Model. It provides practical tools to support design creativity, including ethnographic/observational studies, personas and scenarios, and needs identification and requirements analysis. It also covers brainstorming, Disney, and six thinking hats techniques, the nine windows technique, morphological charts and product architecting, and concept evaluation. The tools, covering all stages of the Double Diamond model, are supported by examples of their use in healthcare improvement. The Element concludes with a critique of design creativity and the evidence for its application in healthcare improvement. This title is also available as Open Access on Cambridge Core.
The evolving needs of customers and stakeholders necessitate the collaboration of diverse system elements within a cyber-physical, socio-technical network. Socio-technical systems are characterized by numerous complex interdependencies as well as by endogenous and exogenous influences. A key issue that developers must address is the mitigation of data and information uncertainties. The authors introduce an approach that operationalizes Design Thinking as a supporting sufficient condition within the context of designing system models in the realm of Model-Based Systems Engineering.
Tourism entrepreneurs adapted to regulations during COVID-19 by introducing creative solutions. The crisis was said to be a unique opportunity for innovating sustainable businesses. This study investigates crisis as a driver for innovation and its relevance to service design. Interviews with entrepreneurs are the empirical base that highlights that finetuning existing services is an established approach instead of innovative service design. Few expressed lessons were learned from the creative solutions made during the pandemic, suggesting that strategies for innovation need to be developed.
This study delves into Industry 5.0's Human Centric Manufacturing and Systems (HCM and HCS), emphasizing worker welfare and sustainability. Industry 5.0 advocates a human-centric approach, built upon three foundational pillars safety, inclusivity, and empowerment. The paper highlights the successful integration of Design and Systems Thinking in HCM and proposes a workshop at MADE COMPETENCE CENTRE proving the effectiveness in raising awareness and promoting Human-Centric principles throughout the system life cycle and in achieving Human-Centric Systems (HCS).
This study conducts design-driven meaning innovation research based on an interpretation of new meaning through qualitative and quantitative research rooted in design practice and builds design-driven theories, methodology, and highly replicable methods. It presents a new design approach to design thinking called ‘design methodology and method of meaningful products’. The design process and framework integrate words, visuals, and functions to interpret and create new meanings. It highlights the importance of design semiotics in overcoming the limitations of traditional approaches.
This research explores the impact of Design Thinking (DT) on Organizational Behaviour, explicitly focusing on individual employees, the micro-level of the organization. The research runs a single-case study within an Italian bank adopting DT through its HR department. The study proposes a model illustrating how DT adoption influences specific individual behavioral constructs: motivations, attitudes, capabilities, and creative behaviors. The study finds that fostering confidence in the creative process enhances human engagement and proactivity.
Design Thinking (DT) is considered an innovative and effective pedagogical approach. To enhance the understanding of instructional strategies used by university DT facilitators, we developed the Design Thinking Facilitation Behaviour List, an instrument that matches strategies with observable behaviours in a DT course. We present the design process and validation of the instrument. Results show the instrument's effectiveness in capturing instructional strategies in a DT course, paving the way for future research and improved teaching practices.
Design engineering education is increasingly challenge-based, which requires educators to form cohesive student teams capable of delivering desired outcomes while fostering learning and collaboration. An example is an international network in which students from different global universities collaborate. Student teams work on researching the problem space, re-framing their challenge and producing multiple prototypes. The challenge for the teaching teams is to be able to form multiple cohesive teams out of a pre-selected group of highly motivated students. Because of the exclusive nature of this educational program, it is a suitable case study for exploring student design team formation practices. The aim is to identify the methods, tools, theoretical underpinnings, challenges and limitations of student team formation. We interviewed teachers from seven universities about their practices. The interviewees had several years of experience in team building. The interviews were analyzed to contrast practices across universities as well as to the team formation literature. Our findings show that mixed methods that combine self-assessments and observer-assessment methods are the preferred means of forming teams. Our findings also show that current practices have evolved over time through trial and error, and are only partially grounded in different literatures and not necessarily in team formation literature.
Assistive technology (AT) is any artefact that enables participation in activities usually limited by disability. Frequently, AT suffers from poor design engagement and utilisation. Moreover, up to 30% of all AT is abandoned within a year, negatively impacting users. This presents an ongoing challenge for occupational therapists (OTs) who work with assistive technologies. A literature review was conducted using a Preferred Reporting Items for Systematic Reviews and Meta-Analysis protocol to understand this issue and its implications for the design community. This study explores current themes of AT abandonment and the role of OT within the lens of design thinking. Studies, including design intervention in AT, were subsequently highlighted. This led to comparing this literature with more traditional health literature, exploring the potential enablers and barriers for design in engaging with AT. This evidenced the benefits of collaboration between design and OT disciplines to improve the product and reduce abandonment issues.
The design of a new digital business model is typically based on shaky assumptions and rough estimates. As the innovator further develops the proposed product or service, they need to carefully collect user feedback and market data to refine the assumptions and generate more precise estimates. Some of the trickiest challenges in launching a digital innovation include customer acquisition, business model validation, and gaining network momentum. This chapter first discusses how to address the challenges of customer acquisition in digital markets, and then describes an experimental method for validating the features of the business model. The chapter finishes with tools for kindling network effects and fomenting the growth of the platform ecosystem.
The ability to organize is our most valuable social technology. Organizing affects an enterprise’s efficiency, effectiveness, and ability to adapt. Modern organizations operate in increasingly complex, dynamic environments, which puts a premium on adaptation. Compared to traditional organizations, modern organizations are flatter and more open to their environment. Their processes are more generative and interactive – actors themselves generate and coordinate solutions rather than follow hierarchically devised plans and directives. Modern organizations search outside their boundaries for resources wherever they may exist. They coproduce products and services with suppliers, customers, and partners. They collaborate, both internally and externally, to learn and become more capable. In this book, leading voices in the field of organization design articulate and exemplify how a combination of agile processes, artificial intelligence, and digital platforms powers adaptive, sustainable, and healthy organizations.
Designers in the real world must adhere to cost and schedules, pay attention to the competition, and work in multidisciplinary teams. Their products are typically the result of incremental, rather than radical, innovation. A questionnaire on how design thinking influences organizational outcomes revealed that four beneficial practices were to form diverse teams, generate diverse ideas, emphasize active listening, and execute real-world experiments. Curiosity, interest, and a drive for sense-making drive motivation, which can be measured by the Motivation to Innovate Inventory. Innovation requires risks and thus a balance between taking and reducing risks. Both traditional and foresight forecasting reduce risks, although the foresight perspective is more uniquely suited to the current complexity of world events. Technical and scientific progress contributes to success, but the process of innovation must be analyzed within a complete system that depends not only on the product but on the market environment, production facilities, knowledge, and social support within the organization.
This chapter introduces the concept of ‘datafication momentum’, which is the tendency for datafication systems to receive more influence from social systems in their early stages and exert more influence on social systems in their mature stages. Due to datafication momentum, datafication systems are prone to be inscribed with the dark side of social systems in their earlier stages, and then amplify this dark side in their later stages (e.g., leading to outcomes like data-driven discrimination). The chapter calls on qualitative researchers to combat this risk with a ‘qualitative researchers as design thinkers’ mindset. In particular, it proposes ‘design forensics’ as a practice in which qualitative researchers integrate design-thinking principles with design ethnography to identify the risk of datafication and shape it to a more desirable end. The chapter introduces three design principles – empathetic datafication, datafication totality and reflective criticism – and discusses their implications for research and practice.
Although it's human centered focus, design thinking has proven to be effective also in technology-driven projects, both in education and business. Yet, scant research has investigated whether and how design thinking might be leveraged to find new opportunities based on emerging technologies and design new innovation concepts accordingly. To address this gap, we employed an Action Innovation Management Research framework and co-designed a program called Tech to Market with Oper.Space, the design factory for Open Innovation of the University of Bologna. We ran 5 iterations of the program from October 2018 to December 2022, in which we conducted 52 interviews, observed 10 presentations, and held 10 meetings with the main stakeholders involved. Our results show how to apply design thinking to find and design a suitable application for a given technology, contributing to the ongoing conversation about the implementation of design thinking in technology-driven projects.
The MedTech product development is experiencing a growing complexity of the design process. The design challenge is to keep the medical device simple and user-friendly while maintaining its interconnectivity with the other systems and products. The additional layer of complexity comes from the need to satisfy both - direct customers (pharma companies), and indirect ones (patients, health care practitioners, and pharmacists). Solving those design challenges must not compromise the safety of the end-user and must follow the regulatory requirements.
This research proposes the systematic design process for MedTech combination product development with the emphasis on product strategy and concept development operationalized by design thinking participative toolkit. The proposed approach serves the purpose of increasing the traceability between the early made business decisions on a product strategy level of MedTech company, and the engineering decisions made on product concept level. The ultimate goal of the research is to support the decision-makers with methods and tools which would allow them to make informed decisions on investment in a new MedTech combination product by Pharma and MedTech companies.
Previous research on design thinking (DT) has focused mainly on describing and explaining observed phenomena rather than manipulating variables within the boundaries of its principles to assess the impact of these changes. DT, as a human-centric problem-solving and innovation method, has varying baseline exposure levels of nondesigners and novices when codesigning. This qualitative research shows how DT can be redesigned to accommodate the inclusion and engagement of novices and nondesigners in the codesign process with enhanced DT method applicability. DT novices and nondesigners are challenged in codesign engagements with others and need an intuitive method that leads them to the same or better design results as a classic DT method. A redesign towards an intuitive DT method for nondesigners puts special consideration on method language, efficiency and cycle time. A case study validates its qualification under real-life circumstances when codesigning with DT novices and nondesigners. Overall, the research demonstrates that DT with regard to nondesigners can be simplified and redesigned for efficiency and effectiveness.