Industrial Design Engineering [Open] Innovation (IDE) is a 3-year, English taught, VWO entry-level, undergraduate programme at The Hague University of Applied Sciences (THUAS). The IDE curriculum focuses on the fuzzy front end of (open) innovation, sustainable development, and impact in the implementation phase of product-service design. The work field of Industrial Design Engineering and Open Innovation, like many other domains, is growing increasingly more complex (Bogers, Zobel, Afuah, Almirall, Brunswicker, Dahlander, Frederiksen, Gawer, & Gruber, 2017). Not only have the roles of designers changed considerably in the last decades, they continue to do so at increasing speed. Therefore, industrial design engineering students need different and perhaps more competencies as young professionals in order to deal with this new complexity. Moreover, in our transitional society, lifelong learning takes a central position (Reekers, 2017). Students need to give their learning path direction autonomously, in accordance with their talents and interests. IDE’s Quality & Curriculum Committee (QCC) realized in 2015 there is too much new knowledge to address in a 3-year programme. Instead, IDE students need to learn how to become temporary experts in an array of topics, depending on the characteristics of each new project they do (see Textbox 1). The QCC also concluded that more than just incremental changes to the current curriculum were needed; thus, the idea for a flexible, choice-based semester approach in the curriculum was born: ‘Curriculum M’ (Modular). A co-creational approach was applied, in which teaching staff, students, alumni, prospective students, industry (including the (international) social profit sector), and educational advisors collaborated to develop a curriculum that would allow students to become not just T-shaped (wide basis, one expertise) professionals, but U- or W-shaped professionals, with strong links to other disciplines.
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This paper is a case report of why and how CDIO became a shared framework for Community Service Engineering (CSE) education. CSE can be defined as the engineering of products, product-service combinations or services that fulfill well-being and health needs in the social domain, specifically for vulnerable groups in society. The vulnerable groups in society are growing, while fewer people work in health care. Finding technical, interdisciplinary solutions for their unmet needs is the territory of the Community Service Engineer. These unmet needs arise in local niche markets as well as in the global community, which makes it an interesting area for innovation and collaboration in an international setting. Therefore, five universities from Belgium, Portugal, the Netherlands, and Sweden decided to work together as hubs in local innovation networks to create international innovation power. The aim of the project is to develop education on undergraduate, graduate and post-graduate levels. The partners are not aiming at a joined degree or diploma, but offer a shared short track blended course (3EC), which each partner can supplement with their own courses or projects (up to 30EC). The blended curriculum in CSE is based on design thinking principles. Resources are shared and collaboration between students and staff is organized at different levels. CDIO was chosen as the common framework and the syllabus 2.0 was used as a blueprint for the CSE learning goals in each university. CSE projects are characterized by an interdisciplinary, human centered approach leading to inter-faculty collaboration. At the university of Porto, EUR-ACE was already used as the engineering education framework, so a translation table was used to facilitate common development. Even though Thomas More and KU Leuven are no CDIO partner, their choice for design thinking as the leading method in the post-Masters pilot course insured a good fit with the CDIO syllabus. At this point University West is applying for CDIO and they are yet to discover what the adaptation means for their programs and their emerging CSE initiatives. CDIO proved to fit well to in the authentic open innovation network context in which engineering students actively do CSE projects. CDIO became the common language and means to continuously improve the quality of the CSE curriculum.
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Uit het vooronderzoekvan het project Duurzamelearning communities: Oogstenin de Greenportblijkt dat12 factorenhierbijvan belangrijk zijn. Deze succesfactoren staan centraal in de interactieve tool Seeds of Innovation. Ook komen uit het vooronderzoek, aangevuld met inzichten uit de literatuur en tips om de samenwerking door te ontwikkelen en meer gebruik te maken van de opbrengsten 12 succesfactoren met toelichting, belangrijkste bevindingen en tips voor ‘hoe nu verder’, Poster, Walk through, De app die learning communities helptde samenwerkingnaareenhogerplan te tillenen innovatieveopbrengstenoptimaalte benutten.
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At the department of electrical and electronic engineering of Fontys University of Applied Sciences we are defining a real-life learning context for our students, where the crossover with regional healthcare companies and institutes is maximized. Our innovative educational step is based on openly sharing electronic designs for health related measurement modalities as developed by our students. Because we develop relevant reference designs, the cross fertilization with society is large and so the learning cycle is short.
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The scope of technology has expanded towards areas such as sports and vitality, offering significant challenges for engineering designers. However, only little is known about the underlying design and engineering processes used within these fields. Therefore, this paper aims to get an indepth understanding of these type of processes. During a three-day design competition (Hackathon), three groups of engineers were challenged to develop experience-able prototypes in the field of sports and vitality. Their process was monitored based on the Reflective Transformative Design process (RTD-process) framework, describing the various activities part of the design process. Groups had to keep track of their activities, and six group reflection-sessions were held. Results show that all groups used an open and explorative approach, they frequently swapped between activities, making them able to reflect on their actions. While spending more time on envisioning and creating a clear vision seem to relate to the quality of the design concept.
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We found out that 25 % of our students came to study at the Electrical & Electronic Engineering department (E&E) because they were active (as a hobby) in music. Because of this the E&E department offers their students to work in video and audio themes in all projects of their education. From our inquiries we found out what students interests are and we use these interests for new project themes. The study has been changed in such a way that it is possible to have these project themes twice in every semester. Amongst them are, besides music, e.g. medical, sports, automotive and mechatronics. Other inquiries show that 47 % of our students choose for ICT because they are interested in computers or programming or do this for their hobby. Inspired by this the ICT department defined four new fields of interest: game design, management & security, mobile computing and life style. Both E&E and ICT connect the projects in their courses directly to industry and in this way students and lecturers are intensively involved in industry. From two surveys we learned that working this way is an excellent way to get students motivated and gives them drive and enjoyment in their study.
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This paper describes a model for education in innovative engineering. The kernel of this model is, that students from different departments of the faculty of Applied Science and Technology are placed in industry for a period of eighteen months after two-and-a-half year of theoretical studies. During this period students work in multi-disciplinary projects on different themes. Students will grow to fully equal employees in industry. Therefore it is important that besides students, teachers and company employees will participate in the projects. Also the involvement of other level students (University and high school) is recommended. The most important characteristics of the model can be summarized in innovative, interdisciplinary and international orientation.
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"The World of the [open] innovator" described the background of the revolution we are in in innovation and what the consequences are for innovation, changing towards design driven open innovation. We reframed innovation to meet new needs and values of companies and organizations in our work field. We do not take this light-hearted. We know the field of innovation and used our experience and conversation with stakeholders to come up with the insight of The [open] Innovator. What strengthened us were reactions from companies and organization we asked to cocreate or participate. There seemed to be an instant recognition and appeal to our vision and approach. But we also realize that we are in the stage of prototyping and we need you, as our lead users to be critical, yet to trust us. You, being an [open] innovator, will do great wonders, because you will be taught to deal with this uncertainty and dig in new, unknown situations or problems. You will learn the tools for research, for communication, for visualization. You will become a cooperative, open-minded problem solver. You will be able - with all the skills and tools we will provide you - to make the difference. But we need you to reflect upon your progress and needs; help us to get an insight in to your uncertainties, values and unmet needs, to enable us to improve our thinking and teaching. However, innovation can only be learned by doing! Start cracking, start experimenting, start having fun. Welcome to the future, that has just started.
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Business innovation is a multidisciplinary area of expertise that bridges the gap between traditional areas of study such as business administration, organizational studies, marketing, design, engineering and entrepreneurship. Business innovation focuses on creating, accelerating and managing new and sustainable business models through innovation (Crossan and Apaydin, 2010; Keeley, Walters, Pikkel, and Quinn, 2013).
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In large organizations, innovation activities often take place in separate departments, centers, or studios. These departments aim to produce prototypes of solutions to the problems of operational business owners. However, too often these concepts remain in the prototype stage: they are never implemented and fall into what is popularly termed the Valley of Death. A design approach to innovation is presented as a solution to the problem. However, practice shows that teams that use design nevertheless encounter implementation challenges due to the larger infrastructure of the organization they are part of. This research aims to explore which organizational factors contribute to the Valley of Death during design innovation. An embedded multiple case study at a large heritage airline is applied. Four projects are analyzed to identify implementation challenges. A thematic data analysis reveals organizational design, departmental silos, and dissimilar innovation strategies contribute to the formation of, and encounters with, the Valley of Death. Arising resource-assignment challenges that result from these factors are also identified. Materialization, user-centeredness, and holistic problem framing are identified as design practices that mitigate encounters with the Valley of Death, thus leading to projects being fully realized. https://doi.org/10.1111/dmj.12052 LinkedIn: https://www.linkedin.com/in/christine-de-lille-8039372/
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