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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&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
design thinking experiential integrative need & empathy driven insight based
the team ?
the opportunity “expanding the role of multidisciplinary research and teaching… is one of Stanford’s biggest opportunities (John Hennessy)”
students as experts reverse mentoring
students engaged and confidentabout creating their own innovation process
DESIGN THINKING ANALYTIC THINKING
what do we know from design-thinking-research?lessons learned from instrumenting design activity
the power of observationTang ‘89, video interaction analysis
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
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%
the attention time constant (Baya’97) 6.4 secondsdesign information fragment duration across six activity categories(2 each = receptive, expressive, search)
creative content mattersnoun-phrases in formal documentspredict awards in peer-revieweddesign competitions(Mabogunje, PhD’96) # of uniquenounphrases A B DecemberReport MarchReport JuneReport
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
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
field research caseelectronic arts corporationprogramming teams in networksdoes game programmer activity predict product code performance ?Reiner’05
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
Beta Alpha E3 Milestones Final Recovery Design Production collaborative refinement Integration individual work
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]
surprise not delight Milestones E3 Alpha Beta Final Recovery Design Production October August
ie=mcX an equation for success innovation = minds in communicationradical, relevant, & rigorousworking creatively together