COMP06217 2018 Design Thinking
Design Thinking is a human-centered design methodology that provides a solution-based approach to solving problems. It integrates the needs of people, the possibilities of technology, and the requirements for a viable business success model. Design Thinking draws upon logic, imagination, intuition, and systemic reasoning, to explore the possibilities of what could be, and to create desired outcomes that benefit the end user (the client, customer).
Learning Outcomes
On completion of this module the learner will/should be able to;
carry out and apply design research
demonstrate creative and playful thinking around design problems, issues and opportunities
show the application of visual literacy and relevant tools to help express design decisions
apply an awareness of the design thinking process in a wide range of contexts from the personal to the global
Teaching and Learning Strategies
Teaching is through lectures and studio based projects where students use the theory learned to assist them to build and test artifacts.
Module Assessment Strategies
Formative and summative assessments will be provided on weeks 4, 8 and 12
Repeat Assessments
Repeat projects will be assigned to assess relevant learning outcomes
Indicative Syllabus
The Syllabus focuses on using a recognised 5 stage approach to design thinking.
1 Empathise. It is important to gain an empathic understanding of the problem to be solved by observing, consulting experts and engaging and empathising with people. This leads to an understanding of their experiences and motivations, as well as becoming immersed in their physical environment to have a deeper personal understanding of the issues involved.
2 Define (the problem). The observations and information created and gathered during the Empathise stage are analysed and synthesised to define and determine the core problems that have been identified. The problem is then defined as a problem statement in a human-centred manner. The Define stage will help to gather great ideas to establish features, functions, and any other elements that will help to solve the problems or, at the very least, allow users to resolve issues themselves with the minimum of difficulty. At this point a human-centered problem statement is created.
The Define stage progresses to the third stage, Ideate, by asking questions which can help in searching for ideas and solutions.
3 Ideate. During the third stage of the Design Thinking process, designers are ready to start generating ideas. With this solid background gained from the Empathise and Define stages of the process it is now possible to start to 'think outside the box' identifying new solutions to the problem statement that has been created and look for alternative ways of viewing the problem.
4 Prototype. During the prototype stage a number of inexpensive, scaled down versions of the product or specific features found within the product are produced to support the investigation of the problem solutions generated in the previous stage. Prototypes may be shared and tested within the class itself, in other departments, or on a small group of people outside the immediate designer or design team. This is an experimental phase, and the aim is to identify the best possible solution for each of the problems identified during the first three stages.
5 Test. During the prototyping phase designers rigorously test the completed product. This may be the final stage of the 5 stage-model, but as it is an iterative process the results generated during the testing phase are often used to redefine one or more problems. Even during this phase, alterations and refinements are made.
Coursework & Assessment Breakdown
Coursework Assessment
| Title | Type | Form | Percent | Week | Learning Outcomes Assessed | |
|---|---|---|---|---|---|---|
| 1 | Design Thinking (Empathise, Define) | Coursework Assessment | Project | 30 % | Week 4 | 1,2 |
| 2 | Design Thinking (Ideate) | Coursework Assessment | Project | 30 % | Week 8 | 3 |
| 3 | Design Thinking (Prototype, Test) | Coursework Assessment | Project | 40 % | Week 12 | 4 |
Full Time Mode Workload
| Type | Location | Description | Hours | Frequency | Avg Workload |
|---|---|---|---|---|---|
| Practical / Laboratory | Studio | Design Project | 2 | Weekly | 2.00 |
| Lecture | Lecture Theatre | Lecture | 1 | Weekly | 1.00 |
| Independent Learning | Not Specified | Self-Directed Learning | 4 | Weekly | 4.00 |
Onsite Mode Workload
| Type | Location | Description | Hours | Frequency | Avg Workload |
|---|---|---|---|---|---|
| Practical / Laboratory | Studio | Design Project | 2 | Weekly | 2.00 |
| Lecture | Lecture Theatre | Lecture | 1 | Weekly | 1.00 |
| Independent Learning | Not Specified | Self-Directed Learning | 4 | Weekly | 4.00 |
Module Resources
Sprint
Jake Knapp
Creative Confidence
Tom & David Kelley
Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation
Tim Brown
The Design of Everyday Things
Don Norman
https://www.ideo.com/about
https://www.ideo.com/tools
https://dschool.stanford.edu/resources/
https://www.ibm.com/design/thinking/resources
Low Fidelity Prototyping Materials and Stationary
None