19. FORESIGHT DESIGN
thinking & doing thinking & doing
people
have different
ways of thinking,
working, doing,
and learning
(Lande 2009)
PRODUCTION ENGINEERING
thinking & doing thinking & doing
20. BRIEF BENCH
RESET
NEED
IDEATE
FORESIGHT DESIGN
EXPERI
way points
PROTO
along the
TEST passage from
a concept to
the functional
CFP
proof-of-concept
FUNKY
prototype
PRODUCTION ENGINEERING
SYS
SEND FUNCT
OUT SYS
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PROD
21. BRIEF BENCH
NEED
IDEATE
FUTURE DESIGN
CNCPT
PROTO
team-B’s
EXPERI
PROTO
EXPERI
PROTO 9 month
passage
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thinking and
doing space
FUNKY
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SYS
FUNCT
SYS
22. BRIEF BENCH
RESET
NEED
team-A’s
IDEATE
FUTURE DESIGN
9 month
EXPERI
PROTO passage
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FUNKY
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OUT SYS
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Teaching Team Teaching Team
31. John
Gedge
Michael Amine Sushi
Keven Bellakrid
Karsch Richly Suzuki
Tomoya
Yamamoto
Amina
Alaoui
Marcelo
Lopez
Sarah
Philipp Chakib
Matthias Fathallah
Dobrigkeit Thomas EL Haouzia Vesa
U acker
Kowark Alexander Lindroos
Zeier Véronique
Alejandro Ole Hillen
Ramirez Rienow
Florencia Fernando Julien
Denti Gonzalez Mauroy
Tuukka
Kingelin
Roukaya
El Houda
Olmo
Villegas
Arturo Christoph
Treviño Francisco Thiele
Acosta
Tobias
Rawald Stefan Paul
Hampel Mauduit
Shogo
Suzuki
Anthony Falk Khaled
Zhu Benke Sellami Susanna
Raphael
Didier Ollila
Mathieu Mikelis
Jenn Marwan Chabasse Kenji
Khiat Studers
Claudio Peterson Nishito
Hansberg
Ryan Keijiroh
Brooks Aurélien
Nagano
Matt Sibiril
Kandler Youssef
Joules Shashank
Sharma Ahizoune
Gould
Quin
Lai
Isaac Panu
Castaneda Min Ming Josh Keski-Pukkila
Lo Ga ord
Jessica
Ji
Guillaume
Svante
Thrierr
Suominen
Rafael
Mayani Jack Esa
Antti
Ng Nummijoki
Sonninen
Miguel Ángel Katie
Aaswath
Velázquez Planey Pauliina
Raman
Sara Travis Tenho
Delgado Bow
Xiao Tuukka Heikki
Andrea Trevor Yukino Säteri
Ge Laurila
Delgado Clark Jodai
Marco Antonio Kelly
Cruz Carolina Johnson
Gomez
Maria
Kulse
April
Rafat Tiia
Alexander Adrit
Je Mehdi Suomalainen
Manian Lath
Mark
Juan Cutkosky
Harri
Ruiz Toivonen
Santhi
Elayaperumal
Abhishek
Andrés Hector Henrik
Stephany Shiwalkar Tuuli
Cuellar Cuellar Amberla Heikki
Fernández Julia Utriainen
Soininen
Andrés Pettersson Hakava
Torres Larry
Leifer Peter
George Tuomas
Toye Kardassakis
Sahramaa
Daniel Lassi
Jaramillo Mark Laitinen
Schar
Manny
Alice Hundal
Brooks Lauri
Tom Repokari
Zhuang Alex
Granieri
Alejandro
Lopez
Kat
Nguyen Shantanu
Garg
Daniel Andres Mamiko
García Mercado Nagao
Yair Laura
Vikas Timosaari
Agrawal Kollmann
Ryan
Anderson
Sakari Haruna
Castren Kawashima
Dominic
Carlos Schlegel
Serrano Jaime
Mayoral
Maria
Camacho
Deborah
Schaub Caroline Petra
Tiziana
Dohle Monn
Mauchle
Rico
Matthias Manuel Rinderknecht
Huebner Schoeni Marc
Schlegel
Patrick
Keil
Christian
Jaime Haueter
Aguilar
Stephanie
Petersen
Tiziana
Aiol
Andreas
Stockburger
Amanda
Friederike Fabian
Bachmann
Falk Ho mann Bischof
Uebernickel
Marco
Brunori
Philipp
2010 - 2011
Skribanowitz Pascal
Dominic
Kappeler
Widmer
Pasqual
Christophe Vossberg
Vetterli
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69. triple-loop-learning in complex teams
FORMAL INFORMAL
knowledge knowledge
Learning Loop 2
facts, syntax
Curriculum what? how?
faculty
Learning Loop 3
concepts, semantics, architecture
when? why?
Course
instructor
Team Product
Coach
learning by learning by Knowledge
mediating doing
Learning Loop 1
reflective action
does it work?
[Ozgur Eris, Larry Leifer, Ade Mabogunje, 2003]
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110. UNDERSTANDING INNOVATION
Plattner · Meinel · Leifer (Eds.)
UNDERSTANDING INNOVATION
H. Plattner
C. Meinel
L. Leifer (Eds.)
Design inking
“Everybody loves an innovation, an idea that sells.” But how do we arrive at such
ideas that sell? And is it possible to learn how to become an innovator? Over
Hasso Plattner
the years Design inking – a program originally developed in the engineering Christoph Meinel
department of Stanford University and o ered by the two D-schools at the Hasso
Larry Leifer
Plattner Institutes in Stanford and in Potsdam – has proved to be really successful
in educating innovators. It blends an end-user focus with multidisciplinary
collaboration and iterative improvement to produce innovative products, systems,
1 Editors
and services. Design inking creates a vibrant interactive environment that pro-
motes learning through rapid conceptual prototyping. In 2008, the HPI-Stanford
Design Thinking
Design inking Research Program was initiated, a venture that encourages
Design Thinking
multidisciplinary teams to investigate various phenomena of innovation in its
technical, business, and human aspects. e researchers are guided by two general
questions:
• What are people really thinking and doing when they are engaged in creative
design innovation? How can new frameworks, tools, systems, and methods aug-
ment, capture, and reuse successful practices?
• What is the impact on technology, business, and human performance when
design thinking is practiced? How do the tools, systems, and methods really
Understand – Improve – Apply
work to get the innovation you want when you want it? How do they fail?
In this book, the researchers take a system’s view that begins with a demand
for deep, evidence-based understanding of design thinking phenomena. ey
continue with an exploration of tools which can help improve the adaptive
expertise needed for design thinking. e nal part of the book concerns design
thinking in information technology and its relevance for business process
modeling and agile so ware development, i.e. real world creation and deployment
of products, services, and enterprise systems.
ISBN 978-3-642-13756-3
9 783642 137563
123
› springer.com