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2012 | Buch

Design Thinking Research

Studying Co-Creation in Practice

herausgegeben von: Hasso Plattner, Christoph Meinel, Larry Leifer

Verlag: Springer Berlin Heidelberg

Buchreihe : Understanding Innovation

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This book summarizes the results of the second year in the Design Thinking Research Program, a joint venture of Stanford University in Palo Alto and Hasso Plattner Institute in Potsdam. The authors have taken a closer look at the issue of co-creation from different points-of-view. The concept of co-creation can also be applied to the phase in which new ideas and related thought start to influence companies, the economy, our culture, and society. The perpetual pursuit for inventions, new creations and innovations is inherent in human nature. The concept behind co-creation may sound simple, however, it is both an essential element of Design Thinking and highly complex. It is about creating positive synergies for all parties involved.

Inhaltsverzeichnis

Frontmatter
Design Thinking Research
Abstract
Innovators love creating an idea and are constantly trying to invent new things or to improve already existing products and services. When people are creating ideas, they get excited about it, they take ownership, and they make commitments. They do everything possible to make sure the concept can become a reality that others appreciate. When the creation process is performed by a team the effort is magnified and the energy multiplied. For this reason, we consider co-creation as a crucial aspect in the complex socio-technical field of design thinking in action.
Christoph Meinel, Larry Leifer

Road Maps for Design Thinking

Frontmatter
Tele-Board: Follow the Traces of Your Design Process History
Abstract
Introducing digital tools to creative work settings is challenging; capturing creative work and conveying design ideas to absent team-members is even harder. In this article we show a new way of saving and presenting creative work data that enables users to browse through past design activities. We extended our existing Tele-Board system – previously intended for real-time design work at different locations – with functionalities for time-delayed interaction. The “Tele-Board history browser” is a web-based user interface offering functionality to go back and forth in the timeline of a whiteboard. Additionally, it is possible to view the whiteboard’s usage statistics to gain insights on creative work. With our tool we can support design teams in fulfilling their common tasks more efficiently in dispersed teams and we can also assist design researchers to understand how designers work in an all-digital setting.
Lutz Gericke, Raja Gumienny, Christoph Meinel
Understanding Radical Breaks
Abstract
In this chapter, the authors propose an empirically supported framework for understanding how small horizontally organized design teams perform radical redesigns or radical breaks. The notion of radical breaks captures what is often thought of as “thinking out of the box”, and reframing problems to find new and unique solutions. A radical break occurs in the course of a redesign when designers make a major departure from the provided artifact.
We introduce three imbricated concepts as a mechanism for understanding how design process determines design outcomes: scoping (what designers take to be the task), behaviors (how designers move through the task), and shared media (drawings, prototypes and gestures). Results of an experiment using small design teams in a redesign task suggests six primary modes of “scoping”, two primary modes of design “behavior”, and two primary modes of “shared media”.
Jonathan Edelman, Avantika Agarwal, Cole Paterson, Sophia Mark, Larry Leifer
If You Want to Know Who You Are, Tell Me Where You Are: The Importance of Places
Abstract
As we manoeuvre through life we often try to predict other people’s behaviors and feelings; sometimes even our own. A classical take on the matter is to refer to character traits. But there is another source of information we may tap for our predictions – highly relevant and still often overlooked: knowledge of where the person is. At what place? In which context?
This article invites you on a journey of thinking about and exploring the marvellous impacts of places. We will start by visiting personality psychology, attending the quest of its professionals for ever-better behavior predictions. Subsequently, we will witness an experiment on the importance of places – seeing how a place setup may propel forcefully, almost mercilessly towards innovations. We will then browse personality psychology and other fields in search of fast and easy ways to make sense of places: How are they going to affect us? Who are we going to be there? Finally, we will draw together what we have found and construct a scheme to analyze or design places – which, of course, needs to be put to the test…
Julia von Thienen, Christine Noweski, Ingo Rauth, Christoph Meinel, Sabine Lang
Creativity and Culture: State of the Art
Abstract
Our project goal was to understand how creativity is defined across cultures, to identify key stimuli for fostering creativity in different cultures, and to understand how creative performance differs by culture. Based on a comprehensive literature review and several field studies of designers, we find that current research on creativity and culture is biased toward Western conceptions. Applying this Western-biased view of creativity, research concludes that the West shows greater creative performance than the East. The East, in contrast, emphasizes the value of re-interpreting existing practices and de-emphasizing originality. Most recent approaches to the study of creativity, however, measure the number of ideas and the level of originality as key indicators of creativity. We also found that scant research has been conducted to understand the factors that stimulate creativity in different cultures. Though factors such as extrinsic vs. intrinsic motivation and conformity pressure have been explored, results are inconclusive. We speculate on new directions for research on creativity and culture.
Hannah Hyunjee Kim, Siddharth Mishra, Pamela Hinds, Lei Liu

Creative Tools and the Importance of Prototypes in Design Thinking

Frontmatter
Design Loupes: A Bifocal Study to Improve the Management of Engineering Design Innovation by Co-evaluation of the Design Process and Information Sharing Activity
Abstract
After having identified the existence and having conceptually modeled the nature of general design loupes in the past year’s project, this year’s focus lies on the systematic exploration of the individual designer’s inherent reflective loupe. Based on analyzing artifacts, surveying experts, conducting inductive and deductive conceptual framing rounds, and observing controlled explorative experiments we were able to: (1) show the existence of reflective loupes; (2) identify actual practices in use by designers; (3) use reflective practices as meaningful proxies for reflective loupes that are not directly observable; and (4) create, capture and analyze concrete reflective practices in the controlled experimental environment of a laboratory. We next proceed to build upon these results to deepen our understanding of the cognitive mechanisms of reflective design loupes.
These studies have identified digital artifacts that allow automatic collection and analysis through the d.store software currently under development at HPI in Potsdam Germany.
Rebecca Currano, Martin Steinert, Larry Leifer
Towards Next-Generation Design Thinking II: Virtual Multi-user Software Prototypes
Abstract
Design thinking benefits from the usage of tangible prototypes to communicate, validate and explore insights and design ideas. For domains dealing with immaterial objects and intangible concepts, however, prototyping is usually not feasible. During the first year of the Scenario-Based Prototyping project we conceptualized an approach for creating tangible prototypes of multi-user software systems based on executable formal models. Through simulation and animation, these models can then be experienced and evaluated by end users. In this chapter, we further elaborate on the implementation of our approach and discuss results of an evaluation comparing the usability of our approach with traditional formal and informal modeling approaches.
Gregor Gabrysiak, Holger Giese, Andreas Seibel
Parallel Prototyping Leads to Better Design Results, More Divergence, and Increased Self-efficacy
Abstract
Iteration can help people improve ideas. It can also give rise to fixation—continuously refining one option without considering others. Does creating and receiving feedback on multiple prototypes in parallel—as opposed to serially—affect learning, self-efficacy, and design exploration? An experiment manipulated whether independent novice designers created graphic Web advertisements in parallel or in series. Serial participants received descriptive critique directly after each prototype. Parallel participants created multiple prototypes before receiving feedback. As measured by click-through data and expert ratings, ads created in the Parallel condition significantly outperformed those from the Serial condition. Moreover, independent raters found Parallel prototypes to be more diverse. Parallel participants also reported a larger increase in task-specific self-confidence. This paper outlines a theoretical foundation for why parallel prototyping produces better design results and discusses the implications for design education.
Steven P. Dow, Alana Glassco, Jonathan Kass, Melissa Schwarz, Daniel L. Schwartz, Scott R. Klemmer

Distributed Design Collaboration and Teamwork in Design Thinking

Frontmatter
Towards a Shared Platform for Virtual Collaboration Monitoring in Design Research
Abstract
Prior applications of a system to monitor IT-mediated communication activities of design teams provided new insights into the collaboration behavior during the early phases of concept creation and prototyping. We now take our approach to the next level by sketching an architecture for a platform that aims to establish ‘out- of-the-box’ monitoring capabilities for virtual team environments and to facilitate the sharing and evaluation of recorded activities within a larger research community. To further demonstrate the flexibility and applicability of our instrument, we present results and experiences gained from a recently conducted observation of software engineering teams. Our vision is a common service for capturing and analyzing virtual collaboration activities that promotes comparative research and team diagnostics in engineering design.
Thomas Kowark, Matthias Uflacker, Alexander Zeier
Communicating Meaning and Role in Distributed Design Collaboration: How Crowdsourced Users Help Inform the Design of Telepresence Robotics
Abstract
Design has been described as a conversation: with the problem that is being addressed, with materials and artifacts, with our colleagues and ourselves. The language of this conversation is made up of words and images, actions and behaviors. Focusing on the role of gesture in design collaboration, we ran two studies to explore how embodied telepresence robots, or physical avatars, can support better communication in distributed teams. The studies drew upon crowdsourced study participants to provide their impressions of: (1) the meaning of individual gestures, and (2) the social roles of design team partners. Distant collaborators were better understood when their telepresence intermediaries portrayed relevant gestures in concert with their facial expressions. When the avatars displayed such physical motions, teammates on both sides of the interaction were perceived as more involved in the conversation, more composed in demeanor, and more equal in stature. Our next step is to apply these requirements to the design of our next generation of field-robust communication avatar.
David Sirkin, Wendy Ju, Mark Cutkosky
Teamology – The Art and Science of Design Team Formation
Abstract
Nearly all design work is collaborative work. The phenomenon of the “design team” is increasingly common in both industry and project-based education. Existing organizational behavior research has shown that diversity on a team has mixed and frequently negative effects, particularly when outward indicators such as gender, ethnicity, age and experience measure diversity. However, relatively little research has been conducted on the problem solving capabilities and preferences of individual team members, or “team cognitive diversity.” This study examines 14 measures of cognitive diversity and 3 measures of project performance for 15 design teams comprised of 97 masters-level engineering students from nine universities in eight countries who collaborated over a period of 8 months. We find that students with similar backgrounds and experience level reveal a wide variety of cognitive problem solving preferences.
We also find that overall cognitive diversity does not appear to correlate with overall team project performance. However, team project performance positively correlates with team level “social sensitivity,” the cognitive ability to relate to other team members problem solving preferences. Finally, cognitive diversity does not correlate with either individual and team level satisfaction, indicating that cognitive differences may be successfully accommodated over the life of the project. The implications of these findings are discussed.
Greg L. Kress, Mark Schar
Monitoring Design Thinking Through In-Situ Interventions
Abstract
Building on existing knowledge of design and design thinking we apply several other fields of knowledge such as emotion coding, improvisation, ethnography, social psychology, and decision analysis into key metrics we call Design Thinking Metrics (DTM). We applied these metrics to analyze and assess videos of software design teams. We then conducted a workshop series with a professional software design team to use DTM as a perceptual tool to test a number of action-repertoires and building theory that could be used to improve Design Thinking practice. The result is multi-disciplinary perceptual monitoring of design thinking activity in professional software practice.
Micah Lande, Neeraj Sonalkar, Malte Jung, Christopher Han, Shilajeet Banerjee

Design Thinking in Information Technology

Frontmatter
On the Perception, Adoption and Implementation of Design Thinking in the IT Industry
Abstract
In recent times, addressing the social aspects of IT products has become an important competitive factor on IT markets. IT development is forced to focus on more user-centeredness and the non-technical aspects of design problems. Against this background, design thinking has been discussed and applied as a new design paradigm for IT development. Basing on expert interviews and case study research, we examine in our research project what it means to put design thinking into operation in an IT context. We explain why design thinking is complementary to traditional IT design paradigms and what issues are involved in the subjects of perceiving, implementing and adopting design thinking in IT development.
Tilmann Lindberg, Eva Köppen, Ingo Rauth, Christoph Meinel
Determining the Effect of Tangible Business Process Modeling
Abstract
We have created a haptic toolkit that people can use to map and discuss their working procedures. We call it tangible business process modeling (t.BPM). Process modeling is an approach to capture work items, their order constraints, the data processed and people responsible in a graphical model. Typically, experts create these models using software tools. Domain experts are questioned but passive when the model is created. Our approach uses a set of plastic tiles and whiteboard markers for modeling. Thereby, we can engage novice users into shaping their processes at the table.
In the first year, we iterated towards the solution. While we are convinced that our approach yields advances, scientific investigation was yet missing. In this year, we have conducted a controlled experiment that compares t.BPM to structured interviews. We found that people have more fun, learn more, do more reviews and corrections with t.BPM. Finally, people take more time to think and talk about their processes. In this chapter, we outline our approach and research agenda. We present the experiment setup and results. Finally, we explain our next steps towards method development.
Alexander Luebbe, Mathias Weske
Applying Design Knowledge to Programming
Abstract
Arguably programming involves design: computational logic – the program – is constantly reorganized to keep complexity manageable and provide for current and future coding activities to be feasible. However, design practices have gained less attention in the field of programming, even though decades of research on design have led to a large body of knowledge about theories, methods, and best practices. This chapter reports on the first results of our research efforts to transfer and apply design knowledge to programming activities. We improved tool support for software developers in two respects, both of which are based on key concepts in design practices: continuous feedback and ease of exploration.
Bastian Steinert, Robert Hirschfeld
Metadaten
Titel
Design Thinking Research
herausgegeben von
Hasso Plattner
Christoph Meinel
Larry Leifer
Copyright-Jahr
2012
Verlag
Springer Berlin Heidelberg
Electronic ISBN
978-3-642-21643-5
Print ISBN
978-3-642-21642-8
DOI
https://doi.org/10.1007/978-3-642-21643-5