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 |
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)
Material announced/presented via Canvas
-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
Lectures, seminars, and team work
|
Activity |
Number of hours |
|
Presentatie |
4 |
|
Werkcollege |
60 |
|
Zelfstudie |
104 |
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
| Item and weight | Details |
|
Final grade | |
|
50% Team report | |
|
50% Individual reflection report |
Contact the course coordinator to make an appointment for inspection.
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
| 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
|
|
| 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 |
The schedule for this course is published on DataNose.
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