Innovatie moeilijk? Welnee. Onvoorspelbaar? Ja, heel erg. De meeste organisaties hebben er daarom de grootste moeite mee: ze zijn gericht op operationele efficiëntie en het gladstrijken van hobbeltjes. Ze kunnen nauwelijks meer reageren als een echt probleem ontstaat of een onverwachte kans zich aandient. Er is een andere mindset nodig, een mindset gericht op kansen creëren, op nieuwe dingen proberen, op snel reageren. Design Thinking biedt deze mindset: het is strategie waarbij het creëren en testen van opties centraal staat om gaandeweg te leren wat er nodig is. Maar hoe complexer een probleem is, hoe meer mensen moeten samenwerken. Hoe doe je dat, gezamenlijk innoveren, als niemand precies weet wat er gevraagd wordt? Als je als professional moet samenwerken in een multidisciplinair team en je de anderen nauwelijks begrijpt? Als halverwege opeens de situatie verandert? Als er grote tegenstrijdige belangen zijn? Op vrijdag 27 november 2020 hield Guido Stompff zijn lectorale rede over ‘De kracht van verbeelden; Design thinking in teams’. Hoe je innovatie kan versnellen door minder te praten en meer te ‘prutsen’. Waarom boundary objects, zoals schetsen of prototypen van fundamenteel belang zijn voor cocreatie. En vooral hoe je gezamenlijk de weg kan vinden door steeds opnieuw de bewegende stip aan de horizon te verbeelden.
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Deze casestudie geeft inzicht in verschillende soorten kennis die kenmerkend zijn voor applied design research. Er wordt onderscheid gemaakt tussen kennis over de huidige situatie, over wenselijke alternatieven en over effectieve oplossingen om daar te komen. Ofwel, kennis hoe het is, kennis over hoe het kan zijn en kennis over hoe het zal zijn als we effectieve oplossingen toepassen. Elk van deze soorten kennis heeft andere kwaliteitscriteria.
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In this paper we explore the influence of the physical and social environment (the design space) son the formation of shared understanding in multidisciplinary design teams. We concentrate on the creative design meeting as a microenvironment for studying processes of design communication. Our applied research context entails the design of mixed physical–digital interactive systems supporting design meetings. Informed by theories of embodiment that have recently gained interest in cognitive science, we focus on the role of interactive “traces,” representational artifacts both created and used by participants as scaffolds for creating shared understanding. Our research through design approach resulted in two prototypes that form two concrete proposals of how the environment may scaffold shared understanding in design meetings. In several user studies we observed users working with our systems in natural contexts. Our analysis reveals how an ensemble of ongoing social as well as physical interactions, scaffolded by the interactive environment, grounds the formation of shared understanding in teams. We discuss implications for designing collaborative tools and for design communication theory in general.
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Educational design research yields design knowledge, often in the form ofdesign principles or guidelines that provide the rationale or ‘know-why’ for the design of educational interventions. As such, design principles can be utilized by designers in contexts other than the research context in which they were generated. Although research has shown that quality support is important for design success, less is known about processes that promote utilization of design principles as the rationale for instructional design.In this study we therefore explored an intervention for promoting the utilization of a set of research-based design principles in educational practice. This intervention aimed to promote utilization through enhancing perceived usefulness of the design principles by design teams in various contexts. The set of design principles that was utilized by the design teams in this study underpins the design of so-called hybrid learning configurations that aresituated at the interface between school and workplace. The intervention was developed from the perspective of boundary crossing theory and was conducted with four different design teams. It was evaluated by way of a questionnaire and a dialogue with members of the design teams. This boundary crossing intervention appeared to bring about the desiredoutcomes. Most of the design team members considered the set of design principles useful in several different ways and they expected that utilization of the principles would lead to an improved learning configuration.
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In this empirical study, the one-day project Robot Love Design-a-thon was designed for an interdisciplinary group of preservice teachers (in arts, sciences, and primary education), and evaluated through observations and learner reports. An analysis of the observations and the learner reports showed that having to go through a complete design process in a single day worked well: it facilitated the exchange of ideas and critical discussions between students concerning the project’s socially engaged theme ‘Tenderness and Technology’. In addition, interdisciplinary collaboration emerged as an important learning outcome. All students found working in mixed teams a relevant and educational experience as they could profit from each other’s expertise.
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Most interactive sports-oriented products that are commercially available focus on individual athletes. The ones that focus on team sports rarely go beyond performance monitoring. Therefore, in this case study we focus on team dynamics in secondary school sports teams. These teams typically have to deal with unbalanced engagement due to skill level differences. This can impede the goals of these PE-classes; to raise young people's enthusiasm for a variety of sports and to teach them how to work together as a team. In this project we explore a design solution aimed at balancing engagement in these mixed level sports teams, through an intelligent system of connected light jerseys. The jerseys, iteratively developed through experiential prototypes that were used during secondary school basketball games, were able to measure ball possession and give feedback through a series of light stripes. In this paper we describe two iterations of this case study and our quantitative and qualitative findings of team engagement
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Professionals hebben naast onderzoekende ook ontwerpende vermogens nodig, ook diegene die geen designer zijn. Maar ontwerpenvaardigheden worden nog onvoldoende ontwikkeld in hoger onderwijs. Design research is een vorm van onderzoek waarbij ontwerpen een legitiem onderdeel is van het onderzoek en in deze boekbijdrage wordt een onderzoek (applied design research) besproken waarbij design research wordt ingebed in de onderwijspraktijk, samen met docenten.
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Collaborative approaches to destination design require conscious and reflexive stakeholder involvement in activities and decision making. Design science studies such participatory processes by observing design teams in practice. From these observations, scientists have identified design strategies and processes that design teams use to support their work in identifying problems and developing solutions. Observing design processes in tourism destinations provides an opportunity to identify successful co-design strategies for destination design. This study presents three key co-design strategies based on data collected from five living labs in five destinations. Each co-design strategy is presented with a recommended use, suggestions for stakeholder involvement, and activities to develop solutions efficiently and effectively with the available resources. Together, the strategies provide a framework to optimise decision-making in relation to shaping destination design processes, and to validate processes and outcomes.
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Van de flaptekst: Service design - het ontwerpen van dienstverlening verbetert bestaande diensten of ontwerpen geheel nieuwe. Daarbij wordt gekozen voor een andere invalshoek: creatief onderzoekend en gericht op de ervaringen van individuele gebruikers. Dit is een eindpublicatie van het prgramma Innoveren in Dienstverlening. In negen verschillende projecten werden door creatieve bureaus methoden van service design toegepast. Van dit boek is ook een Engelstalige versie beschikbaar.
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Academic design research often fails to contribute to design practice. This dissertation explores how design research collaborations can provide knowledge that design professionals will use in practice. The research shows that design professionals are not addressed as an important audience between the many audiences of collaborative research projects. The research provides insight in the learning process by design professionals in design research collaborations and it identifies opportunities for even more learning. It shows that design professionals can learn about more than designing, but also about application domains or project organization.
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