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surprise & delight ?

surprise & delight design thinking in creative practice and theory one man’s view NSF Workshop on Synergies Between Creativity and Information Technology, Science, Engineering, and Design: defining a research agenda 2,3 November 2006 @ Arlington, VA.

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surprise & delight ?

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  1. surprise&delightdesign thinking in creative practice and theory one man’s viewNSF Workshop onSynergies Between Creativity and Information Technology, Science, Engineering, and Design: defining a research agenda 2,3 November 2006 @ Arlington, VA Larry Leifer Professor (ME), Founding Director, Stanford Center for Design Research Founding Member, Hasso Plattner Institute of Design at Stanford

  2. surprise & delight ?

  3. are we making progress ? .

  4. design thinking experiential integrative need & empathy driven insight based

  5. Hasso Plattner Institute of Design at Stanford

  6. the plan

  7. the team ?

  8. the opportunity “expanding the role of multidisciplinary research and teaching… is one of Stanford’s biggest opportunities (John Hennessy)”

  9. the break through

  10. intense collaboration

  11. extreme product based learning, “design learning”

  12. a culture of prototyping that accelerates discovery

  13. students as experts reverse mentoring

  14. students engaged and confidentabout creating their own innovation process

  15. DESIGN THINKING ANALYTIC THINKING

  16. what do we know from design-thinking-research?lessons learned from instrumenting design activity

  17. the power of observationTang ‘89, video interaction analysis

  18. U.St.Gallen Switzerland UNAMMexico U.St.Gallen Switzerland globaltbc UQueenslandAustralia TUM-Auto Germany UTokyoJapan TUM-PE Germany HUT UIAH UH Finland HUT UIAH UHFinland KTHSweden SAP VW CEE DB 310 lab Audi Pana--ACC DC Pana-ATRL DCI GM Nokia

  19. canonical findingsrecent IT study

  20. the importance of mediation(Tang’89) Function Text Activity Draw Activity Gesture Activity Store Knowledge 40 19 1 27% Express Ideas 2 63 33 43% Mediate Interaction 0 21 46 30% 19% 46% 35%

  21. the attention time constant (Baya’97) 6.4 secondsdesign information fragment duration across six activity categories(2 each = receptive, expressive, search)

  22. creative content mattersnoun-phrases in formal documentspredict awards in peer-revieweddesign competitions(Mabogunje, PhD’96) # of uniquenounphrases A B DecemberReport MarchReport JuneReport

  23. C1 DRQ GDQ C2 Convergent Thinking Divergent Thinking C3 C4 GDQ DRQ C5 Design Concepts C1, C2, C3, C4, C5… iterative questioning cyclesEris’02 Design Decisions & Specifications Design Requirements

  24. iteration rate drives performanceEris’02 better design team performance score combined rate of DRQ+GDQ (questions/hour) DRQ = deep reasoning question GDQ = generative design question

  25. field research caseelectronic arts corporationprogramming teams in networksdoes game programmer activity predict product code performance ?Reiner’05

  26. features of the computer games industryReiner’05 • Multidisciplinary Teams of 75 to 200 people • Producers, Designers, Artists, Engineers, Testers • Most assets tracked in a database repository • Word docs, 3D models, animation data, 2D art, audio, source code • Yearly, “Fast Track” development cycles • High performance teams • Industry-wide recognition, high review scores • Innovative, patented tech reused by other teams • Sales quadrupled+ in last three years

  27. Beta Alpha E3 Milestones Final Recovery Design Production collaborative refinement Integration individual work

  28. Month & Milestone Indicators Arc weight = Num Concurrent Edits 1 Second = 1 Day Red = Top 5 Collaborator Node = Person Arc = Concurrent Edit Working Solo concurrent editing as a social network [Moody, 2005, “Dynamic Network Visualization”] [SoNIA website: www.stanford.edu/group/sonia]

  29. surprise not delight Milestones E3 Alpha Beta Final Recovery Design Production October August

  30. ie=mcX an equation for success innovation = minds in communicationradical, relevant, & rigorousworking creatively together

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