Innovation and Design Thinking

6 EC

Semester 2, period 4

5294INDT6Y

Owner Master Information Studies
Coordinator dr. A.C. Nusselder
Part of Master Information Studies, track Information Systems, year 1

Course manual 2018/2019

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.

Classes have this structure: first more theoretical introduction to a topic, with questions students work on; then more practical work on methods used for design challenge (these methods are marked with * in Course structure below)

Study materials

Other

  • Material announced/presented via Canvas

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

In OER-B of the programme no requirements regarding attendance are mentioned.

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

50%

Team report

50%

Individual reflection report

Inspection of assessed work

Contact the course coordinator to make an appointment for inspection.

Fraud and plagiarism

The 'Regulations governing fraud and plagiarism for UvA students' applies to this course. This will be monitored carefully. Upon suspicion of fraud or plagiarism the Examinations Board of the programme will be informed. For the 'Regulations governing fraud and plagiarism for UvA students' see: www.student.uva.nl

Course structure

Weeknummer Subject Activity Guest (lecturers) Literature
5 Feb.

Introduction

Introduction to course and design thinking

Presentation of Cases FairBnB

 

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

 

Agyeman and McLaren (2016). 'Case study Amsterdam' . In: Sharing Cities: A Case for truly Smart and Sustainable Cities (pp. 247-251). 'Cambridge, Ma: MIT Press

 

Indrè Leonaviciūtè (2016). Designing To Facilitate Genuine Accommodation Sharing: Identity and Reputation Verification. Thesis Master Information Studies, Faculty of Science, University of Amsterdam

 

7 Feb

Complexity and systems (thinking)

Theoretical introduction on complexity and systems

 

How to deal with wicked problems

 

Formation teams & firsts steps (in teamwork, exploring challenge ...)

 

*Cluster map

 

*Prepare interviews

 

 

Melanie Mitchell (2009). 'Ch. 1 What is complexity?'. In Complexity. A guided tour (pp. 3-14). Oxford: Oxford University Press.

 

Donella H. Meadows (2008) . 'Introduction: the system lens' and 'Ch. 1 The Basics'. In Thinking in Systems (p. 1-34). White River Junction: Chelsea Green Publishing

 

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

 

 

12 Feb.

Critical Thinking I: critical design and the issue of control

Thinking about design and control

 

*seeing Stakeholders ( System)

 

 

 

Liene Jakobsone (2017) Critical design as approach to next thinking, The Design Journal, 20: sup1.S4253-S4262, DOI: 10.1080/14606925.2017.1352923

 

 

Jannice Käll (2018). Blockchain control. Law Critique 29:133–140
https://doi.org/10.1007/s10978-018-9227-x

 

14 Feb.

Circular design

 

Introduction to circular design

 

*make overview interview results

 

*Persona

 

*How might we ...

 

Iris van Dijk (Amsterdam University of Applied Sciences

Heyes et al (2018). Developing and implementing circular economy business models in service-oriented technology companies. Journal of Cleaner Production 177, 621-632

 

19 Feb.

Design and Framing

 Discussing the role of framing in design

 

4 students present (theoretical) issue

 

*Team role test

 

*Brainstrorming

 

Van der Bijl-Brouwer & Dorst (2014). How deep is deep. A four-layer model of insights into human needs for design innovation. In Salamanca et al (Eds.). Proceedings of the Colors of Care: The 9th International Conference on Design & Emotion

 

 Dorst (2006). The core of ‘design thinking’ and its application. In Design Studies Vol 32 No. 6, pp. 522-532

 

21 Feb.

Internet of Things

The internet of things: what is it, and how can we use it

 

4 students present (theoretical) issue

 

*Barriers breakdown

 

*Point of View

 

*Defining + feedback

 

Rob van Kranenburg

 

Agyeman and McLaren (2016). 'Introduction' . In: Sharing Cities: A Case for truly Smart and Sustainable Cities (pp. 1-20). 'Cambridge, Ma: MIT Press

 

26 Feb.

Platform cooperativism

A communal perspective on using platforms

 

4 students present (theoretical) issue

 

*Brainwriting

 

*Rating

 

*Matrix scale

 

Sito Veracruz

Agyeman and McLaren (2016). 'Ch. 1 Sharing Consumption: The City as Platform . In: Sharing Cities: A Case for truly Smart and Sustainable Cities (pp. 27-69). 'Cambridge, Ma: MIT Press  (part 1)

 

https://www.fastcompany.com/40575728/worker-owned-co-ops-are-coming-for-the-digital-gig-economy

 

28 Feb. Urban sociology

City makers

 

4 students present (theoretical) issue

 

*Best case scenario

 

 

Agyeman and McLaren (2016). 'Ch. 1 Sharing Consumption: The City as Platform . In: Sharing Cities: A Case for truly Smart and Sustainable Cities (pp. 27-69). 'Cambridge, Ma: MIT Press  (part 2)

 

5 Mar.

Issues of innovation

Discovering different types of innovation

 

4 students present (theoretical) issue

 

*Prototyping

 

 

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

 

7 Mar.

Critical thinking II

Further work on critical thinking

 

4 students present (theoretical) issue

 

*Prototyping

 

*How to get feedback on your prototype

 

 

Miniature guide to Critical Thinking

(Elements of thought)

 

Encyclopedia entry on Critical Thinking

 

12 Mar.

Big data, privacy and the self-organizational model

How information technology changes organisational work

 

4 students present (theoretical) issue

 

*Testing

 

Ned Karlovich

 

Agyeman and McLaren (2016). 'Ch 4 Sharing Societies-Reclaiming the city'. In: Sharing Cities: A Case for truly Smart and Sustainable Cities (pp. 199-246). 'Cambridge, Ma: MIT Press (Part 1)

14 Mar. Entrepeneurship

Workshop at Amsterdam Centre for Entrepeneurship

 

*Business Model Canvas

 

Erik Boer & team

Agyeman and McLaren (2016). 'Ch 4 Sharing Societies-Reclaiming the city'. In: Sharing Cities: A Case for truly Smart and Sustainable Cities (pp. 199-246). 'Cambridge, Ma: MIT Press (Part 2)

19 Mar. Organisations

 

How to implement design in organisations

 

4 students present (theoretical) issue

 

*Continuous learning loops

 

 

 

Hossain (2013). Creativity, social networking and changing business communication. International Journal of Innovation and Applied Studies Vol. 2 No. 4, pp. 665-670

21 Mar. Finalizing work

4 students present (theoretical) issue

 

preparing presentation, storyboard

 

 

 

 

         
26 Mar. End presentations

All teams pitch their story on the design challenge

   

Timetable

The schedule for this course is published on DataNose.

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