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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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slide1
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
design thinking

experiential

integrative

need & empathy driven

insight based

the opportunity
the opportunity

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

slide13
students as experts reverse mentoring
slide15
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

slide18
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
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)

slide22
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

slide25
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
slide27
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=mcXan equation for success

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

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