Course manual 2016/2017

Course content

The creative use of games and ICTs is pivotal for improving situations that are felt problematical. A healthcare institution may want to stimulate clients to move more. Established businesses may have to deal with the challenges of P2P communication. A city may want to tackle the issue of digital illiteracy and social inclusion. In all those situations multiple stakeholders, ideas, worldviews, needs, desires, stories, and actions are involved. They contain not simply well-defined ‘problems’ to be ‘solved’ by expert knowledge alone: the social reality that they are part of is far more complex than that and makes the problem ‘wicked’. A future information professional must be able to deal with such (social) complexity, and have the skills to make sense of it. Learning how to analyze, synthesize and evaluate the different dimensions of the issue is crucial then.

This requires moving beyond the rational, scientific method that builds a model of the situation by depicting it analytically. The course will use design thinking to do so, as design thinking recognizes that ICT development depends on the complexity of social life dynamics: the use and design of information (technologies) is above all an issue of human beings attributing meaning to the ‘tools’ they use. Design thinking, as an important ‘instrument’ for change and innovation, connects conceptual knowledge to the professional world and stimulates getting real-world learn experiences. It also develops curiosity, a creative attitude, a critical mindset and teamwork capabilities, which taken together allow problematical situations to be transformed into meaningful solutions.

The course will lead the student through such a design process. It will put the student (in a team) in a real-world ‘problem situation’ so that the learning is grounded in practice. At the same time, the course requires extensive reflection by the student on this learning environment, as to connect it to the concepts and theories as presented in class. So the focus is not just on the specific project, but very much on the broader conceptual and social contexts in which the design takes place: learning by doing and by reflecting

The strategy of the course is to connect practice and theory and to develop project skills as well as theoretical and conceptual skills. The theoretical part will study the social contexts of information, and the human centered approach in science. It addresses topics such as the information society, network structures, play, social transformations, power relations, ethics, as well as a profound reflection on the notions of objectivity and subjectivity in science. This will build the ‘large picture’ necessary to understand the current use and design of games and information (technologies). The practical part focuses on using the design thinking methodology to build a ‘rich picture’ of a concrete ‘problematical situation’ brought in by an organization or business: projects take place in a real world setting with all the extra learning opportunities this produces. Teams will work in collaboration with a client on a challenge (for instance concerning healthcare, gamification, open data, smart city, P2P …) and seek to understand, observe, and define/frame it in order to come up with a prototype of a desirable innovation.

Study materials

Other

  • Material announced/presented via FeedbackFruits

Objectives

-The student is able to build a rich picture of a wicked problem, and (re) frame it as a design thinker
-The student is able to reflect upon personal and team processes of learning, and upon concepts presented in lectures
-The student can formulate in a comprehensive manner the social contexts of information, and the human centered approach in science
-The student develops a mindset of continuous learning
-The student is able to explain the limitations of rational models for ICT development, and the usefulness of the design approach for innovation
-The student can contribute in an inspiring manner to a team effort, and is able to self-organize a process

Teaching methods

  • Seminar
  • Working independently on e.g. a project or thesis
  • Lecture
  • Self-study

Lectures, seminars, and team work

Learning activities

Activity

Number of hours

Presentatie

4

Werkcollege

60

Zelfstudie

104

Attendance

Requirements of the programme concerning attendance (OER-B) are stated in the course catalogue for each component.


Additional requirements for this course:

Additional requirements for this course:

No more than 2 out of 16 seminars may be missed

Absence must be notified to coordinator

Be on time (Students who are late can find a closed door. Being late twice will be noted as missing one seminar)

Use of electronic devices (laptop, mobile phone)  is not permitted: never during lectures, and only when needed during teamwork

Assessment

Item and weight Details

Final grade

0.5 (50%)

Individual reflection report

0.5 (50%)

Team report

Also required is an Individual Learning Journal - which will not be graded but is something which should be completed in order to obtain a grade for the course

Inspection of assessed work

Contact the course coordinator to make an appointment for inspection.

we will work with the new platform FreedbackFruits

Assignments

Onderstaande opdrachten komen aan bod in deze cursus:

  •    Naam opdracht 1 : beschrijving 2
  •    Naam opdracht 2 : beschrijving 1
  •    ....

Fraud and plagiarism

Dit vak hanteert de algemene ‘Fraude- en plagiaatregeling’ van de UvA. Onder plagiaat of fraude wordt verstaan het overschrijven van het werk van een medestudent dan wel het kopiëren van wetenschappelijke bronnen (uit bijvoorbeeld boeken en tijdschriften en van het Internet) zonder daarbij de bron te vermelden. Uiteraard is plagiaat verboden. Hier wordt nauwkeurig op gecontroleerd en streng tegen opgetreden. Bij verdenking van plagiaat wordt de examencommissie van de opleiding ingeschakeld. Wanneer de examencommissie overtuigd is dat er plagiaat gepleegd is dan kan dit maximaal leiden tot een uitsluiting van al het onderwijs van de opleiding voor een heel kalenderjaar. Zie voor meer informatie over het fraude- en plagiaatreglement van de Universiteit van Amsterdam.www.uva.nl/plagiaat

Course structure

Weeknummer Subject Activity Guest (lecturers) Literature
We. 8-2

Science and design

Introducing course + themes

Introduction FeedbackFruits

Presentation cases

 

Corneel den Hartogh

Clients

T. Lindberg, C. Meinel, and R.Wagner (2011). Design Thinking: A Fruitful Concept for IT Development? In H. Plattner et al. (eds.), Design Thinking: Understand – Improve – Apply, Understanding Innovation (pp. 3-18). Berlin: Springer

Bootcamp Bootleg

Fri. 102 

Creative research  + Formation teams

Guest lecture:

Design thinking and the Houseweb project

Making teams

Indre Leonaviciute

  1. van Dijk, F. Kresin et al (2011). Users as Designers. Amsterdam: Waag Society (I)

 

Designers workbook Ch 1

 

We 15-2

Abduction and 'Framing'

Introduction

Teamwork on Abduction and Framing (in challenge)

 
  1. Dorst (2006). The core of ‘design thinking’ and its application. In Design Studies Vol 32 No. 6, pp. 522-532
  2. Van der Bijl-Brouwer & Dorst (2014). How deep is deep. A four-layer model of insights into human needs for design innovation

Fri 17-2 

Creative research: applied

Intro approach & tools Creative research (Empathy)

Teamwork 

 

D. van Dijk, F. Kresin et al (2011). Users as Designers. Amsterdam: Waag Society (II)

Designers workbook Ch. 2

Mon 20/2

(n.b. only this week on Monday!)

(social) Complexity

Guest lecture

(team)work on Complexity 

 Albert Cath

Jeff Conklin (2008). Wicked Problems & Social Complexity. In J. Conklin, Dialogue Mapping: Building Shared Understanding of Wicked Problems (pp. 1-20). Chichester: Wiley.

A. Snowden. A leaders framework for decision making

BootcampBootleg 24-27

 Fri. 24-2

Defining - A Point of View on the challenge: presentations

4 Teams present POV on challenge 

Ideating

Frans Duurland 

 

Critical Reading checklist of the POV

Designers workbook Ch 3

BootcampBootleg p. 31-33

We. 1-3

Issues of innovation

Introduction Innovation

(theor) work on Innovation 

 

Norman, D. A., & Verganti, R. (2014). Incremental and radical innovation: Design research vs. technology and meaning change. Design Issues, 30(1), 78-96.

Oberg and Verganti (2014). Meaning- An unexplored path of innovation. International Journal of Innovation in Management, Vol. 2 (2), 77-93

 Fri. 3-3

Defining - A Point of View on the challenge: presentations

4 Teams present POV on challenge 

Prototyping

Frans Duurland 

Designers workbook Ch. 4  

BootcampBootleg p. 36-42 

 

We. 8-3

The changing business / organizational landscape

Guest lecture 

 

Teamwork / testing

 Frans Duurland
  1. Yoo and K. Kim. How Samsung Became a Design Powerhouse. Harvard Business Review sept. 2105, 1-13

The 6 Pillars Of Steve Jobs's Design Philosophy  http://www.fastcodesign.com/1665375/the-6-pillars-of-steve-jobss-design-philosophy

Designers workbook Ch. 4

Fri. 10-3  Workshop at Amsterdam centre for Entrepeneurship

 workshop

(Business Model Canvas)

   
We. 15-3

Ethics

 

 

(guest) lecture

(team)work on ethical issue in challenge

 

 TBA

 Fri. 17-3

Learning and engaging

Introduction on Learning - what is it; what is required 

Practical teamwork on collecting learnings, scaling and engaging others to further the design solution

  Designers workbook Ch. 5
We. 22-3 Critical thinking through technologies

 

Further introducing Critical thinking and how it applies to the design challenge

Theoretical teamwork on applying critical thinking to the challenge

 

Guest Lecture

 

 

 

                                                        

Rob van Kranenburg (the Internet of Things)

"The Internet of Things: what is it, and what attitudes can you have to it. Can we build a federated yet global system in which radical transparency reigns?"

 

 

TBA

Fri. 24-3 

Storytelling and Sensemaking

Intro on the interrelatedness of complexity, storytelling and sensemaking 

Theor.work on Sensemaking

 

Practical teamwork for preparing the presentation
 

Agar (2005), Telling it like you think it might be

Designers workbook Ch. 5  

BootcampBootleg p. 44-46

We. 29-3

 

 

In this final seminar teams will have ample time to do what still has to be done, arrange a consult or other issues it needs, in order to finish their team work and prepare for the presentations of this week.

   
 Fri. 31-3 End presentations

All teams pitch their story on the design challenge

   

Timetable

Additional information

Maximum number of students: 40

More than prior knowledge, specific interests are required:
-in learning by (self) reflection and conceptual deepening
-in social aspects of new media
-in experiencing the ‘social complexity’ of team work
-in thinking beyond one’s specific discipline
-in developing a broad mindset

 Designers Workbook (practical tool during the design process) must be ordered

Contact information

Coordinator

  • dr. A.C. Nusselder