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2011 | Buch

Design Thinking

Understand – Improve – Apply

herausgegeben von: Christoph Meinel, Larry Leifer, Hasso Plattner

Verlag: Springer Berlin Heidelberg

Buchreihe : Understanding Innovation

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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.

Inhaltsverzeichnis

Frontmatter

Design Thinking in Various Contexts

Frontmatter
Design Thinking: A Fruitful Concept for IT Development?
Abstract
In our research project Collaborative Creativity of Development Processes in the IT Industry, we pursue the question how design thinking can help to enhance the innovativeness in IT development and which individual and organizational factors facilitate or encourage this. In this chapter, we outline what the contribution of design thinking to engineering thinking can be, how it is related to akin IT development approaches (e.g. agile development), and what our initial insights on the didactic and organizational implications are.
Tilmann Lindberg, Christoph Meinel, Ralf Wagner
A Unified Innovation Process Model for Engineering Designers and Managers
Abstract
An innovation process model, which includes the tasks of engineering designers and managers, is presented based on evidence collected from research in an engineering design curriculum. This research shows that engineering designers develop innovative breakthroughs in an evolutionary manner through insights gained during experimentation, and that these insights cannot be predicted. However, managers, experts, or other reviewers often prevent experimentation for fear of resource waste and demand predictability. This leads to conflict and can preclude progress in the worst case. The proposed model shows how the two groups interact and succeed and recommendations are provided for engineering designers and mangers.
Philipp Skogstad, Larry Leifer
Product Differentiation by Aesthetic and Creative Design: A Psychological and Neural Framework of Design Thinking
Abstract
As firms increasingly use design to successfully differentiate their products from competitors, the concept of design thinking has lately received raised attention among practitioners. Many consider design thinking to fundamentally change the way firms will strive to innovate. Design thinking can be thought of as a methodology for innovation that systematically integrates human, business, and technical factors in problem-forming, problem-solving, and design. As initiatives for design thinking grow significantly, we need to better understand how design thinking helps to foster creativity of designers and product managers and how it supports firms’ goal of creating aesthetically appealing products. Despite the relevance of the concept of design thinking, its underlying mechanisms have been poorly understood. The purpose of this chapter is to shed light on the processes of design thinking by integrating extant literature from psychology and neuroscience. In particular, this research focuses on aesthetics and creativity as crucial processes of design thinking. Subsequently, a definition of design thinking is offered, which is accompanied by a psychological and neural framework of design thinking.
Martin Reimann, Oliver Schilke

Understanding Design Thinking

Frontmatter
Re-representation: Affordances of Shared Models in Team-Based Design
Abstract
The use of media within the process of designing new products has not been directed by rigorous research findings. In this chapter a media-model framework is discussed, which categorizes media according to levels of resolution and abstraction. This framework can be used to assess characteristics of various models and as a general guide for discerning differences between media types. Designers can utilize the media-model framework to make informed judgments about appropriate prototyping and modeling approaches within various stages of the design process. New research in the application of media-models to Business Process Modeling (BPM), which traditionally employs electronic media (in the form of complex computer-generated flow-charts) aids in the generation of Business Process Models. This research has resulted in the development of an innovative modeling tool, called Tangible Business Process Modeling, or TBPM.
Jonathan Edelman, Rebecca Currano
The Co-evolution of Theory and Practice in Design Thinking – or – “Mind the Oddness Trap!”
Abstract
In Design Thinking, theory and practice are closely interconnected. The theory serves as a blueprint, guiding companies in general and design teams in particular through the design process. Given such a close interrelation of theory and practice, we argue that Design Thinking research needs to be set up in a particular way too. This setup ties in with Design Thinking process models: To attain ever more befitting design solutions, prototypes are supposed to be tested and refined. Correspondingly, Design Thinking research should help to test and refine theory elements of Design Thinking. Researchers may serve as “dialogue facilitators,” aiding the community of Design Thinkers to intensify their “dialogue” with empirical reality.
To provide reliable data on issues of central concern, we have tested experimentally two widely held convictions in the field of Design Thinking: (1) Multidisciplinary teams produce more innovate design solutions than monodisciplinary teams. (2) Teams trained in Design Thinking (by the D-School) produce more innovative solutions than untrained teams. In addition, degrees of communication problems were assessed. While both “multidisciplinarity” and “D-School training” have been associated with more unusual design solutions, with respect to utility a different picture emerged. Thus, hotspots have been identified that may stimulate some productive refinements of Design Thinking theory.
Julia von Thienen, Christine Noweski, Christoph Meinel, Ingo Rauth
Innovation and Culture: Exploring the Work of Designers Across the Globe
Abstract
This chapter describes the preliminary results of a study of design practices in different regions and industries with the goal of understanding the relationship between culture, especially national culture, and the work of designers. In our ethnographic study, we have talked so far with 32 designers from Asia, Europe, and North American and observed designers as they did their work. We report initial insights about the role of the institutional context, especially client expectations, different attitudes toward what it means to be creative, different interaction norms within professions, different ways of using prototypes, and different ecologies around design education.
Pamela Hinds, Joachim Lyon
The Efficacy of Prototyping Under Time Constraints
Abstract
Iterative prototyping helps designers refine their ideas and discover previously unknown issues and opportunities. However, the time constraints of production schedules can discourage iteration in favor of realization. Is this tradeoff prudent? This paper investigates if – under tight time constraints – iterating multiple times provides more benefit than a single iteration. A between-subjects study manipulates participants’ ability to iterate on a design task. Participants in the iteration condition outperformed those in the non-iteration condition. Participants with prior experience with the task performed better. Notably, participants in the iteration condition without prior task experience performed as well as non-iterating participants with prior task experience.
Steven P. Dow, Scott R. Klemmer

Tools for Design Thinking

Frontmatter
An Instrument for Real-Time Design Interaction Capture and Analysis
Abstract
How do designers leverage information and communication technology to collaborate with team partners and other process participants? Given the increasingly complex, distributed, and virtual setups of design environments and processes, answering this question is challenging. At HPI, we have developed computational data collection and analysis techniques to improve the efficiency and range of observations in technology-enabled design spaces. Using our software, we were able to capture and evaluate complex characteristics of online interactions in distributed design teams at quasi real-time. Besides new insights into the communication behavior of design teams, it could be demonstrated that communication activity signatures of high-performance design teams are significantly different than those of low-performance teams. The combination of new techniques along with quantifiable performance metrics provides a stable foundation for real-time design team diagnostics.
Matthias Uflacker, Thomas Kowark, Alexander Zeier
Tele-Board: Enabling Efficient Collaboration In Digital Design Spaces Across Time and Distance
Abstract
Design Thinking is an approach for innovative problem solving. A typical characteristic of this approach involves multidisciplinary teams and the extensive use of tangible tools such as sticky notes, whiteboards and all kinds of prototyping materials. When team members try to collaborate from separate locations their traditional way of working becomes nearly impossible. A number of computer supported collaborative work systems exist, but there still lacks acceptable support for teams applying methods like Design Thinking. We have created an environment that allows these teams to work together efficiently across distances, without having to change their working modes. The Tele-Board prototype combines video conferencing with a synchronized whiteboard transparent overlay. This unique setup enables regionally separated team members to simultaneously manipulate artifacts while seeing each other s gestures and facial expressions. Our system s flexible architecture maximizes hardware independence by supporting a diverse selection of input devices. User feedback has confirmed that the Tele-Board system is a good basis to further enable collaborative creativity across distances while retaining the essential feeling of working together.
Raja Gumienny, Christoph Meinel, Lutz Gericke, Matthias Quasthoff, Peter LoBue, Christian Willems
Physicality in Distributed Design Collaboration
How Embodiment and Gesture Can Re-establish Rapport and Support Better Design
Abstract
Geographically distributed design teams face barriers to effective collaboration that current communication technologies have difficulty mediating. We have found several key aspects, or building blocks, of effective, physically collocated interaction, which include: the exclusive physical presence of individual participants within the team workspace; the explicit and implicit body language signals that they exchange; and the ability to point to, and act upon, artifacts in a context that is shared with teammates. These provide the social and contextual clues that contribute to free-flowing, creative exchanges. However, when teams are distributed, they lose many, if not all, of these capacities. To re-establish them, we are introducing expressive, tele-operated robotic avatars into designers’ workflows to provide a physical and social presence for distant team members. Our explorations going forward focus on employing physical avatars when design activity is most physical or tangible: during conceptual development, which occurs largely before ideas can be articulated with precision, and during prototype development, which generally occurs after a verbal or written exchange of ideas.
David Sirkin

Design Thinking in Information Technology

Frontmatter
Bringing Design Thinking to Business Process Modeling
Abstract
Business process management is at the heart of organizations. It provides concepts and methods to capture, analyze and improve operational procedures in the daily business of organizations. The elicitation of process models is the first step in any process improvement project. Process models mediate communication between the different stakeholders involved, such as, for instance, business analysts, process participants, and software architects. Process models provide a shared understanding, so that everyone can contribute knowledge. Based on design thinking principles, this paper develops a method that aims at improving business process modeling. To achieve this goal, we introduce physical building blocks and methodological guidance to fundamentally change the way people interact with process models. Tangible prototypes have been successfully used in design thinking, and initial experiments show that a tangible toolset is a promising approach to improve business process modeling and comprehension. The focus of this paper is on the insights we got during the cooperative research project, i.e., the research path we took. Finally, we explain our research method and outline the next steps.
Alexander Luebbe, Mathias Weske
Agile Software Development in Virtual Collaboration Environments
Abstract
Agile processes are gaining popularity in the software engineering community. We investigate how selected design practices and the mind-set they are based on can be integrated into Agile software development processes to make them even stronger. In a first step, we compared Agile methodologies with interaction and product design methodologies and discovered that both fields have much in common with respect to their underlying principles and values. Based on our findings and by applying both methodologies, we improved collaboration support for geographically-dispersed software development teams. We designed and implemented ProjectTalk and CodeTalk as part of our XP-Forums platform. Independently of their geographical location, team members can create and maintain user stories with ProjectTalk. CodeTalk enables team members to efficiently communicate their concerns regarding development artifacts in an informal manner.
Robert Hirschfeld, Bastian Steinert, Jens Lincke
Towards Next Generation Design Thinking: Scenario-Based Prototyping for Designing Complex Software Systems with Multiple Users
Abstract
Design thinking is at its best if tangible prototypes can be used to capture and validate end user needs and envision new products and services. However, today such tangible prototypes are not feasible in a cost-effective manner for complex software systems with multiple users and their complex behavior. To overcome this problem, we developed a scenario-based prototyping approach for complex multi-user software systems that uses executable software engineering models including structural as well as behavioral aspects. Simulation turns these models into tangible virtual prototypes for end users that visualize the complex behavior and capture feedback interactively. In this chapter, we elaborate our concept for cost-effective scenario-based prototyping, report on a first prototypical implementation of the approach for the validation of multi-user processes with end users, and discuss our initial findings and learnings that we gained from first experiments with the implementation.
Gregor Gabrysiak, Holger Giese, Andreas Seibel
Metadaten
Titel
Design Thinking
herausgegeben von
Christoph Meinel
Larry Leifer
Hasso Plattner
Copyright-Jahr
2011
Verlag
Springer Berlin Heidelberg
Electronic ISBN
978-3-642-13757-0
Print ISBN
978-3-642-13756-3
DOI
https://doi.org/10.1007/978-3-642-13757-0