MIDDLE school students, DESIGN failures, DESIGN thinking, SUSTAINABLE engineering, BENEFIT performances, and RAPID prototyping
Abstract
Background: Design thinking, with its emphasis on iterative prototyping and mantra of "fail early and often," stands in stark contrast to the typical one‐and‐done, failure‐averse culture of the classroom. Iterative prototyping and fail‐forward mindsets could promote valuable iterative practices and positive reactions to failure, but little research has examined their impact in K‐12 contexts. Purpose: In two studies, we investigated the effect of a brief prototyping intervention on students' iterative knowledge, desires, and behaviors; self‐reported reactions to failure; and performance on a design challenge. Design/Method: Study participants included 78 and 89 students in grades five and six, respectively. Students in an iterative prototyping condition (Prototype) were taught the process and fail‐forward mindset of iterative prototyping. In a comparative, content‐focused condition (Content), students focused on using science and math concepts in design. Results: In both studies, Prototype students gained greater knowledge of iterative prototyping, reported a greater desire to iterate, and engaged in more iterative behaviors on a novel, unsupported design challenge than Content students. In Study 2, students in the Prototype condition reported more positive affect and actions in reaction to failure and produced more successful designs than their Content counterparts. However, regardless of condition, students who iterated earlier created more successful designs. Conclusions: These studies provide an existence proof that instruction on the iterative prototyping process and mindset can encourage students to try early and often and promote healthier reactions to failure. This work also demonstrated a performance benefit to testing one's design early in the design process. [ABSTRACT FROM AUTHOR]
NEW product development, RAPID prototyping, TECHNOLOGY transfer, BUSINESS education, DESIGN thinking, UNIVERSITIES & colleges, and CASE studies
Abstract
University-industry collaboration aims at mutually beneficial knowledge and technology exchange between higher education and business. Prototyping new products is one sweet spot where industry can gain new valuable knowledge and understanding of technology, while higher education institutions develop the skills and competences of students by encouraging them to work on authentic real-life problems. From the “design thinking” perspective, rapid product development can be defined as the creation of new products, in the shortest timescales possible, that meet the criteria of desirability, feasibility, and viability. This article addresses rapid product development by presenting a case study of developing prototypes in university-industry collaboration. As a result, the study highlights key design principles, such as the importance of involving teachers, business representatives, and students in collaborative project design, of focusing on the customers or service users who will benefit from the design, and of guiding students participating in co-creation activities. Presenting conclusions for both academics and the industry, the article contributes to design thinking and rapid product development in university-industry collaboration. [ABSTRACT FROM AUTHOR]
TechTrends: Linking Research & Practice to Improve Learning; Mar2020, Vol. 64 Issue 2, p238-247, 10p
Subjects
DESIGN thinking, ACADEMIC departments, RAPID prototyping, DELPHI method, PROBLEM solving, and COMPUTER surveys
Abstract
For an academic unit to remain relevant, it must continually evolve. This paper provides a rare view into the process taken by one academic department embracing change to improve its communications and envision its future. Tasked with planning a departmental retreat, two faculty members designed a series of activities inspired by design thinking to prototype new ways to problem solve. This paper describes the activities used before and during the retreat, why these activities were designed, and shares reflections from the facilitators. Three rounds of online Delphi-style information gathering preceded the day-long retreat to build consensus and prioritize issues. Retreat activities followed the empathize, define, and ideate design thinking stages. Based on online anonymous surveys, facilitator reflections, and artifacts gathered, this paper offers a case study from one department discovering that change requires intentional effort and practice but can spark new possibilities. Limitations and future work are also discussed. [ABSTRACT FROM AUTHOR]
World Medical & Health Policy; Mar2018, Vol. 10 Issue 1, p111-119, 9p
Subjects
POPULATION health, PUBLIC health, RAPID prototyping, HEALTH behavior, and MEDICAL policy
Abstract
In the era of precision medicine, where sequencing genome technology is emerging and extending to the general public, a question remains unclear: Can we bridge policies and programs to foster a human‐centered focus on public health and wellness using personalized medical technology? Public health wellness is a byproduct of the social determinants of health and genetic factors. Research has shown that our epigenetic influences impact our health and well‐being more significantly than what is in our genetic code. How might we design our health and wellness efforts to achieve a healthier population? This commentary highlights the application of design thinking as a driver toward a human‐centered approach in developing policy by maximizing our understanding of genetic code and new technology in the context of human needs and values for population health. Using the parameters of a design thinking theoretical approach, this paper suggests using a logic model framework to assess and evaluate the impact of precision medicine initiatives on public health and public wellness. By applying the core principles of design thinking: (i) empathy, (ii) observation, (iii) ideation, (iv) prototyping, and (v) experimentation in a system framework, we can foster a collaborative, collective approach to transforming public health. [ABSTRACT FROM AUTHOR]
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RESEARCH & development, LEADERSHIP, MARKET leaders, DESIGN thinking, CREATIVE ability in business, MEDICAL imaging systems, MOLECULAR biology, and VALUE proposition
Abstract
This article examines how Siemens's molecular imaging group incorporated design thinking principles into R&D to regain market leadership. Marked departures from its past practice included a "universe of possibilities" for lifetime customer value; multi-iteration "leapfrog concepting" ahead of prototyping; and adherence to an "innovation metric" that enabled simultaneous consideration of customer value and business cost. These elements gave rise to a dynamic capability, "creative forbearance," which supported the innovation team's unbridled creativity while building in patience for introducing new features to its product platform. This case illustrates how design thinking can be integrated in settings replete with technological and customer complexity. [ABSTRACT FROM AUTHOR]
Health Facilities Management; Mar2017, Vol. 30 Issue 3, p10-11, 2p
Subjects
DESIGN thinking, HOSPITAL building design & construction, HEALTH facility design & construction, and RAPID prototyping
Abstract
An interview with Jess Roberts of the Culture of Health by Design at the University of Minnesota, is presented. Among the issues he discussed include the increasingly popular concept of design thinking which puts people at the center of design, the role of design thinking in health care, and how health care organizations can adopt the three key mindsets for design thinking, such as developing empathy, radical collaboration and rapid prototyping.
DESIGN thinking, EBOLA virus, ACQUISITION of data, EPIDEMICS, and DATA management
Abstract
Background: Design thinking allows challenging problems to be redefined in order to identify alternative user-center strategies and solutions. To address the many challenges associated with collecting and reporting data during the 2014 Ebola outbreak in Guinea, Liberia and Sierra Leone, we used a design thinking approach to build the Global Ebola Laboratory Data collection and reporting system.Main Text: We used the five-stage Design Thinking model proposed by Hasso-Plattner Institute of Design at Stanford in Guinea, Liberia and Sierra Leone. This approach offers a flexible model which focuses on empathizing, defining, ideating, prototyping, and testing. A strong focus of the methodology includes end-users' feedback from the beginning to the end of the process. This is an iterative methodology that continues to adapt according to the needs of the system. The stages do not need to be sequential and can be run in parallel, out of order, and repeated as necessary. Design thinking was used to develop a data collection and reporting system, which contains all laboratory data from the three countries during one of the most complicated multi-country outbreaks to date. The data collection and reporting system was used to orient the response interventions at the district, national, and international levels within the three countries including generating situation reports, monitoring the epidemiological and operational situations, providing forecasts of the epidemic, and supporting Ebola-related research and the Ebola National Survivors programs within each country.Conclusions: Our study demonstrates the numerous benefits that arise when using a design thinking methodology during an outbreak to solve acute challenges within the national health information system and the authors recommend it's use during future complex outbreaks. [ABSTRACT FROM AUTHOR]
Dampérat, Maud, Jeannot, Florence, Jongmans, Eline, and Jolibert, Alain
Recherche et Applications en Marketing (English Edition) (Sage Publications Inc.); Sep2019, Vol. 34 Issue 3, p111-137, 27p
Subjects
NEW product development, DESIGN thinking, PREDICTIVE validity, and MARKETING management
Abstract
This research focuses on the understanding of a team creative process (or co-creative process) by adding design and management inputs to the marketing approach. It proposes and empirically tests a co-creative process based on the three stages of the design thinking method: (1) need definition, (2) idea generation, and (3) solution prototyping. This model also includes the influence of individual variables –empathy, domain-relevant familiarity, and task involvement –at different stages of the co-creative process. The results validate the mediating role of idea generation between need definition and solution prototyping and the influence of the selected individual variables. The predictive validity of the co-creative process has been tested via the evaluation of the solution by experts. Several actions are proposed at each stage of the co-creative process to enable organizations to stimulate the creativity of their new product development teams. [ABSTRACT FROM AUTHOR]
Farao, Jaydon, Malila, Bessie, Conrad, Nailah, Mutsvangwa, Tinashe, Rangaka, Molebogeng X., and Douglas, Tania S.
PLoS ONE; 8/19/2020, Vol. 15 Issue 8, p1-18, 18p
Subjects
MOBILE health, TUBERCULIN test, DESIGN thinking, SKIN tests, DEVELOPING countries, and INFORMATION storage & retrieval systems
Abstract
Background: Mobile health (mHealth) has the potential to improve access to healthcare, especially in developing countries. The proliferation of mHealth has not been accompanied by a corresponding growth in design guidelines for mHealth applications. This paper proposes a framework for mHealth application design that combines the Information Systems Research (ISR) framework and design thinking. We demonstrate a use case for the proposed framework in the form of an app to read the result of the tuberculin skin test (TST), which is used to screen for latent tuberculosis infection. The framework was used in the re-design of the TST reading app but could also be used in earlier stages of mHealth app design. Methods: The ISR framework and design thinking were merged based on how the modes of design thinking integrate with the cycles of the ISR framework. Using the combined framework, we re-designed an mHealth app for TST reading, intended to be used primarily in a developing context by healthcare workers. Using the proposed framework, the app was iterated upon and developed with the aid of personas, observations, prototyping and questionnaires. Result: The combined framework was applied through engagement with end-users, namely ten healthcare workers and ten graduate students. Through review of the literature and iterations of the app prototype, we identified various usability requirements and limitations. These included challenges related to image capture and a misunderstanding of instructions. These insights influenced the development and improvement of the app. Conclusion: The combined framework allowed for engagement with end-users and for low-cost, rapid development of the app while addressing contextual challenges and needs. The integration of design thinking modes with the ISR cycles was effective in achieving the objectives of each approach. The combined framework acknowledges the importance of engaging users when implementing mHealth technologies, especially in developing and under-resourced contexts. Findings from this study support the use of this framework as a guide in the design of user-centred mHealth interventions. [ABSTRACT FROM AUTHOR]
Schade, Cornelia, Heinz, Matthias, Fischer, Helge, and Schulz, Sandra
Proceedings of the European Conference on Games Based Learning; 2019, p605-613, 9p
Subjects
GAMIFICATION, DESIGN thinking, PROJECT management, DIGITAL technology, and HEALTH promotion
Abstract
The huge range of learning opportunities makes educational offers for learners quickly (ex)changeable. An adequate Learning Experience Design (LXD) is the key to keep learners in an offer. LXD has strong intersections with concepts such as gamification and game-based learning (GBL). Within the two GBL projects presented in this paper, methods of the design thinking approach have been applied in the context of LXD. Both concepts share the idea of involving the user group in the design process in order to create a user-oriented solution to a specific problem. The first GBL project focussed on the development and testing of a serious game called "Stress-Rekord"1 (Engl. stress record) which aims at contributing to maintain the employability of nurses through effective prevention and health-promoting leadership behaviour. During the project, paper prototyping was used to test game mechanics and game aesthetics as well as usability. By using this method, concrete game scenarios and player behaviours could be explored before the digital integration. The second GBL project “gOPAL”, aimed at the development of a study assistance course for first year students based on a gamified motivation design which is integrated into the learning management system (LMS) OPAL. During the development of the study assistance course, an idea factory was carried out in order to receive immediate feedback from the target group. The evaluation of both educational offers shows that the design methods had been successfully implemented, as users were satisfied and the drop-out rate was low. The paper describes the two methods paper prototyping and idea factory and shows how the balance between learning objectives and learning experiences had been mastered in two GBL projects. [ABSTRACT FROM AUTHOR]
Amaral Caulliraux, Adriano, Pedroso Bastos, Delton, Araujo, Robson, and Reis Costa, Stella
Brazilian Journal of Operations & Production Management; 2020, Vol. 17 Issue 4, p1-12, 12p
Subjects
JOB involvement, PROCESS optimization, INDUSTRIAL efficiency, DESIGN thinking, and DIAMONDS
Abstract
Goal: This article reports a project carried out by the company Respondit that had as its main objective the optimization of the organizational processes of the law firm BastosJuris. As a research question, we highlight: "Will the communion between Design Thinking, Lean Thinking and Process Management generate good project results?". Design / Methodology / Approach: The methodology used was composed by Design Thinking, Process Engineering and Lean. The engagement with employees through prototyping and co-creation, focusing on productivity improvement and error elimination, seeking process optimization and implementation of a management model through continuous improvement, illustrates only one of the possible trajectories arising from mixed methodologies. In this case, "orchestrated" by the double diamond. Results: The project described had an ROI of 815% during its execution and fostered several new initiatives for those involved. Limitations of the investigation: As there is no similar research in the literature to compare with, it is not possible to induce success based in other initiatives. Practical implications: The research shows practical results of the effectiveness of the methodology used in the interdisciplinary context. We seek to promote and encourage the development of similar new researches that take interdisciplinarity as a guide for organizational success. Originality / Value: With regard to the academic contributions, the present study carried out the empirically and holistically variables linked to sustainable management practices, innovation, strategy and their consequent elements, in convergence with the research agenda of the management field, which focuses on results for individuals (employees) and organizations. [ABSTRACT FROM AUTHOR]