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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 delight

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


Surprise delight

surprise & delight ?


Are we making progress

are we making progress ?

.


Design thinking

design thinking

experiential

integrative

need & empathy driven

insight based


Surprise delight

Hasso Plattner Institute of Design at Stanford


The plan

the plan


The team

the team

?


The opportunity

the opportunity

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


The break through

the break through


Surprise delight

intense collaboration


Surprise delight

extreme product based learning, “design learning”


Surprise delight

a culture of prototyping that accelerates discovery


Surprise delight

students as experts reverse mentoring


Surprise delight

students engaged and confidentabout creating their own innovation process


Surprise delight

DESIGN THINKING

ANALYTIC THINKING


What do we know from design thinking research lessons learned from instrumenting design activity

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


The power of observation tang 89 video interaction analysis

the power of observationTang ‘89, video interaction analysis


Surprise delight

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


Canonical findings recent it study

canonical findingsrecent IT study


The importance of mediation tang 89

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

the attention time constant (Baya’97)

6.4 secondsdesign information fragment duration across six activity categories(2 each = receptive, expressive, search)


Surprise delight

creative content mattersnoun-phrases in formal documentspredict awards in peer-revieweddesign competitions(Mabogunje, PhD’96)

# of uniquenounphrases

A

B

DecemberReport

MarchReport

JuneReport


Iterative questioning cycles eris 02

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 performance eris 02

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


Surprise delight

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


Features of the computer games industry 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


Surprise delight

Beta

Alpha

E3

Milestones

Final

Recovery

Design

Production

collaborative refinement

Integration

individual work


Concurrent editing as a social network

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

surprise not delight

Milestones

E3

Alpha

Beta

Final

Recovery

Design

Production

October

August


An equation for success

ie=mcX

an equation for success

innovation = minds in communicationradical, relevant, & rigorousworking creatively together


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