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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


surprise & delight ?


are we making progress ?

.


design thinking

experiential

integrative

need & empathy driven

insight based


Hasso Plattner Institute of Design at Stanford


the plan


the team

?


the opportunity

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


the break through


intense collaboration


extreme product based learning, “design learning”


a culture of prototyping that accelerates discovery


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


canonical findingsrecent IT study


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


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