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1

Green, Julia. "Design Thinking for Conceptualization." University of Cincinnati / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1495806959554678.

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Ondin, Zeynep. "Design Thinking Across Different Design Disciplines: A Qualitative Approach." Diss., Virginia Tech, 2017. http://hdl.handle.net/10919/83858.

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Even though disciplines that are not traditionally affiliated with design have started to show interest in design thinking such as business, education, healthcare, engineering, and IT (Clark and Smith, 2008; Cross, 2007, 2011; Dorst, 2011; Finn Connell, 2013; Lawson, 2004, 2006; Owen, 2007; Razzouk and Shute, 2012) design thinking studies has tended to focus on limited design disciplines such as architecture, engineering design, and industrial design and there are not enough studies to prove that designers in different design fields perform design processes as design thinking literature proposed (Kimbell, 2011). This qualitative study explores the design process of professionals from different design disciplines, in order to understand the similarities and differences between their process and the design activities proposed by the design thinking literature. Design strategies of experts from different design disciplines were studied and compared, in relation to the activities proposed by the design thinking literature. This basic qualitative study was designed to use semi-structured interviews as the qualitative method of inquiry. This study employed purposeful sampling, specifically criterion sampling and snowball sampling methods. The researcher interviewed nine designers from instructional design, fashion design, and game design fields. A semi-structured interview protocol was developed and participants were asked demographic questions, opinion and values questions, and ideal position questions. Demographic questions provided background information such as education and number of years of design experience for the participants. Opinion and value questions were asked to learn what participants think about the research questions. Ideal position questions let participants describe what good design would be. The researcher analyzed the interview data and the results were reported in a way to demonstrate the differences and similarities within and across disciplines.<br>Ph. D.
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Mohd, Saad Norhairin. "A3 thinking approach to support lean product and process development." Thesis, Cranfield University, 2013. http://dspace.lib.cranfield.ac.uk/handle/1826/7963.

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This research project aims to develop a novel A3 thinking approach to support knowledge driven design that aids the generation of decision making within a Lean Product and Process Development (LeanPPD) environment. This research comprises the development of a new A3 template as a technique of problem solving in product design, the adoption of a reflection practice structured in a new A3 template for knowledge capture and sharing, and the generation of the process of using the A3 thinking approach for effective implementation. Providing useful knowledge as a design reference to generate decision making at the initial stages of product development in product design helps the designers to prevent recurrence of the same problem, eliminate design mistakes and enhance design decision. In order to achieve a novel A3 thinking approach, a research methodology consisting of four phases was developed. The first phase synthesises the A3 best practice through literature and documentation reviews. The gap analysis and results from the reviews have identified several problem-solving approaches and learning cycles that have to be considered in the research. The second phase is to evaluate the approaches and their impacts and applications in product design. In order to complete this, several research methods are selected and performed (e.g. focus group and semistructured interview) within the collaborative companies. The third phase is to develop the A3 thinking approach by utilising the LAMDA learning cycle, developing a new A3 template or so-called A3LAMDA, adopting the reflection practice and generating the process of using the new A3 thinking approach. Finally, the validation of the new A3 thinking approach through industrial case studies and expert judgements have been performed. This approach has been implemented in the automotive sector and was applied to four industrial case studies and six A3LAMDA reports were collected. As a result of the findings of this research, the utilisation of the A3 thinking approach aided the generation of knowledge driven design in product design by integrating the knowledge management capabilities; knowledge creation, capture and sharing.
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Školová, Alena. "Vývoj nového produktu s využitím přístupu design thinking." Master's thesis, Vysoká škola ekonomická v Praze, 2015. http://www.nusl.cz/ntk/nusl-201102.

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The subject of this thesis is an innovation process using design thinking approach and resulting in a potentially successful new product, a board game. The first part reflects the theoretical approaches to innovation in general, the division innovation by various aspects and the models of the innovation process. Further is presented approach design thinking in more details, because this approach will be applied of the specific case of new product development in the practical part. The theoretical part is closed by methods financial evaluation of investments, which will help to evaluate a new product economically. The practical part begins with a description of the object of the innovation process and introduction of market of board games. This is followed by development a new product by design thinking approach, which is divided into phases inspiration, ideation and implementation. The result of the innovation process is a board game, that reacts and responds to the needs and wishes of potential customers, because of the empathy in the initial phase. Its economic viability was confirmed through the application of some methods of financial evaluation of investments.
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Kavousi, Shabnam. "The Process of Thinking and Making in the Beginning Design Studio." Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/84968.

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Based on the results of numerous studies, researchers have found that metacognition, or the ability to "think about thinking," plays a significant role in students' design education. Educators are increasingly focused on metacognition in design education, not only with the subject matter, but also with the development of metacognitive skills for self-regulated and lifelong learning. Since the early 2000s, there have been an increasing number of studies on the role of metacognition in education. However, there is a lack of research on the nature of metacognitive processing in design education and how metacognitive strategies develop in design students. This study focuses on the process of learning, in terms of design thinking, and specifically on the role of metacognitive learning. The purpose of the inquiry is to extend metacognitive theory to design learning and uncover the factors and influences of metacognitive thinking and learning during a student's first year in the Design Lab. In this study, the researcher probed the students' metacognitive ability in different design learning-tasks. The research frames metacognitive aspects of students' learning based on evidence obtained from students while they were working in the Design Lab. The evidence is as follows: verbal description (oral or written), experiential (videos or notes about people in action) and artifactual objects of the learning process (sketches and models). The field studies utilized a constructivist paradigm to examine the various forms of thinking in action, and the actions that occur during a learning-task. Verbal protocol analysis of video recordings of students engaged in selected learning design tasks was used to uncover the metacognitive thinking that develops during the execution of the learning-task. The researcher used a thematic data analysis process to develop an understanding of the data and identify common themes that arose from the investigation. Themes were generated through the interpretation of the data in light of the literature reviewed, the research questions, and the researcher's personal knowledge and intuition. The cyclical process of metacognitive thinking for design students was examined based on three main categories: Reflective process knowledge, reflective process monitoring, and reflective process control. The research reveals that metacognitive thinking plays an important role in design idea generation and development, and is an important part of the creative process in design. As one would expect, based on metacognitive theory, the differences between high-performing and low-performing students are well explained. High-performing students focused more on metacognitive thinking, especially monitoring their design process, while low-performance students were more concerned with cognition, or doing the task. The findings have added new knowledge to the fields of metacognition and self-regulated learning by identifying the conscious thinking process that occurs when students engage in design learning in the first year Design Lab. This knowledge will be helpful to design educators in formulating design learning-tasks for students in their labs in tandem with fully utilizing the environment of their school.<br>Ph. D.
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Gullberg, Gustav, Anders Landström, Erik Widmark, and Mikael Nyström. "Design Thinking in Business Innovation." Thesis, Konstfack, Industridesign, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-859.

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Med globaliseringen har världen snabbt förändrats och designerns roll är inte längre lika självklar. Vi har tittat på hur man kan expandera begreppet design och utnyttja designerns kvalitéer inom nya områden. Magisterexamensarbetet "Design Thinking in Business Innovation" syftar till att undersöka hur man kan utnyttja designyrkets kreativa och innovativa processer inom affärsutveckling. I vårt exjobb har vi jobbat med ett av Storbritanniens ledande vitvaruföretag, GDHA, och har tillsammans med marknadsföringsstudenter från Stockholms Universitet tagit fram affärsstrategier för hur de kan agera på en framtida marknad. Kombinationen av kreativt tänkande och traditionell affärsutveckling genererade nya innovativa koncept med syfte att utifrån företagets förutsättningar stärka dess konkurrenskraft och skapa nya affärsmöjligheter. "Design Thinking in Business Innovation" resulterade i en ny arbetsmetod samt tre koncept som visualiserar resultatet av en kreativ affärsutvecklingsprocess. Dessa koncept sträckte sig från konventionell produktutveckling för differentiering till utveckling av nya försäljningskanaler samt en helt ny affärsidé som bygger vidare på GDHAs kärnverksamhet. Koncepten konkretiserades i form av en modell av ett kylskåpskoncept, samt tre stycken animerade kortfilmer.Som ett resultat av vårt exjobb har vi startat Remotel, ett design kontor som fokuserar på affärsutveckling genom användarorienterad research, kreativa processer och visuell kommunikation (mer info på www.remotel.se).<br>The world is undergoing change and the disintegration of the old economy is becoming evident. Production is moving to low cost countries and competition is growing fierce. In order to stay competitive, companies around the world recognises the need to become more innovative. In order to achieve this it is imperative to balance and compliment the linear business thinking that still rule the managerial body. Leading research in this area suggest that the key to innovation in business development lies within the creative thinking of the design field. This paper describes a joint master degree project that seeks to test these theories and develop methods and protocols to put them into practice. So the question is, what happens when one use industrial  design as a tool to innovate business in the Creative Economy? The research group consists of four industrial designers from Konstfack, University of Arts, Crafts and Design in Stockholm and four marketing students from School of Business, Stockholm University. During the project we applied action research and introspection in a case study where new business strategies where formulated for a live company as our empirical base. The process proved more difficult but also more rewarding than initially anticipated and resulted in several new potential strategies for the company while providing valuable insight and experience in interdisciplinary team work in this field. This paper presents suggestions to how design thinking and business thinking can be combined in the process of developing business strategies and accentuates some of the skills and qualities that inherently drive this process. The collaboration investigates the synergy between designers and business managers and illustrates the potential in combining these competences to find new ways to create, re-define and develop businesses in the creative economy.
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Rosa, Maiara. "Characterizing design thinking towards integration with product-service system development process." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/18/18156/tde-08032017-104519/.

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Many companies have been trying to shift their business core from offering products to offer product-service systems (PSS), what requires not only a shift in the business model, but also in the culture and mindset. Using user-centered methods to support the PSS development process is a way to support this shift and to enhance perceived value of PSS offerings. One possible approach to support PSS development on becoming more user-centered is design thinking (DT). It is a user-centric approach used by many leader enterprises to support innovation and described by several methodologies with practical focus. However, it is not clear in literature how to integrate DT and development process models already used by companies, leading to cases where practitioners may replace complete phases, or even the whole development process, by DT. This replacement does not seem appropriate, since DT may lack aspects that are considered by PSS development processes. The main objective of this work is to identify how the DT approach can be applied in PSS development processes. The methodology of this research combines the following methods: case research, corpus linguistics, frame semantics and matrix-based methods. One of the results of this work is the characterization of DT based on the linguistic analysis, which was derived from content extracted from more than 1500 pages of 8 DT methodologies. This analysis resulted in 46 recurrent activities, associated with 458 specific guidelines, and the identification of 182 relevant activities that synthetize the DT methodologies. Those activities were compared to 14 PSS development process models from literature, concluding, among other findings, that DT cannot replace the PSS design process models, and that the compatibility for integration of DT into PSS development process models is greater on the front-end of innovation (FEI). FEI activities from 14 PSS and 7 product development process models were compared with DT recurrent and relevant activities to provide understanding on how DT can be integrated into PSS development process models. Finally, the findings of this last comparison led to the creation of a 4-step method for integrating DT into PSS development process models based on activities similarity.<br>Diversas empresas têm tentado migrar da oferta de produtos para a oferta de sistemas produto-serviço (PSS), o que requer uma mudança não só do modelo de negócios, como também da cultura e da mentalidade. Utilizar métodos centrados no usuário é uma forma de auxiliar nessa mudança cultural e no aumento de valor percebido do PSS ofertado. Uma abordagem capaz de apoiar o processo de desenvolvimento (PD) de PSS em se tornar mais centrado no usuário é o design thinking (DT). Trata-se de uma abordagem centrada no usuário utilizada por diversas empresas de sucesso para apoiar a inovação e descrita por várias metodologias de foco prático. No entanto, não está claro na literatura como DT pode ser integrado a modelos de PD já utilizados pelas empresas, levando a casos onde fases, ou mesmo todo o PD, são substituídos por completo pelo DT. Essa substituição não parece apropriada, dado que DT pode não conter aspectos considerados pelos PDs de PSS. O principal objetivo deste trabalho é identificar como a abordagem do DT pode ser aplicada nos PDs de PSS. A metodologia desta pesquisa combina os seguintes métodos: estudo de caso, linguística de corpus, semântica de frames, e métodos baseados em matrizes. Um dos resultados deste trabalho é a caracterização do DT baseada em análise linguística, a qual foi derivada do conteúdo de mais de 1500 páginas de 8 metodologias de DT. Essa análise resultou em 46 atividades recorrentes, associadas com 458 diretrizes específicas, e a identificação de 182 atividades relevantes que sintetizam as metodologias de DT. Essas atividades foram comparadas a 14 modelos de PD de PSS da literatura, concluindo, entre outros achados, que o DT não é capaz de substituir o PD de PSS, e que a compatibilidade para integração do DT ao PD de PSS é maior no front-end da inovação (FEI). Atividades do FEI de 14 modelos de PD de PSS e 7 de produto foram comparadas com as atividades relevantes e recorrentes do DT para prover o entendimento em como o DT pode ser integrado aos modelos de PD de PSS. Finalmente, as conclusões dessa última comparação levaram à criação de um método de quatro passos para integração do DT aos modelos de PD de PSS, baseado na similaridade das atividades.
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Mahmoodi, Amir Saeid. "The design process in architecture : a pedagogic approach using interactive thinking." Thesis, University of Leeds, 2001. http://etheses.whiterose.ac.uk/2155/.

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To present a discussion about architectural design, it is necessary to identify the theoretical perspectives behind architecture. The application of "positive" theories - which require a thorough understanding about the users, their behaviour in space, and their environment - has been selected for this purpose. Such a theoretical perspective calls for systematic research and understanding about man and his environment. The fields of Psychology - in general - and Educational Psychology - in particular - have a great deal to offer architectural educators and students in their search for training and becoming a better problem-solver and designer. Understanding the human nature of thinking and reasoning mechanisms, as the central issue of the design process, plays a major role in this research. The Iowa State University's "Complex Thinking Processes" model - which defines an interaction between "contentlbasic", "critical", and "creative" thinking - is integrated with a proposed model for design methodology - which introduces an interaction between three stages of 'understanding', 'idealising', and 'presenting'. The use of action research in this thesis facilitated the collection of data from British educators as well as educators from other countries, on the subjects of architectural design education and the design process. This thesis concludes with a case study in which the proposed "interactive" teaching strategy has been trilled with a group of Third-year students of architecture at the University of Tehran.
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Dubery, Jan Hendrik. "The role of gestalt in Industrial Design students' hierarchical thinking in the design process." Diss., University of Pretoria, 2015. http://hdl.handle.net/2263/52980.

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This dissertation reports on the role of gestalt in internal mental processes of Industrial Design students during the early phases of their design processes. Design thinking is a contemplative yearning to transform the world, exploiting a combination of aesthetics, ethics and knowledge. However, the thinking behind design is not fully understood, and designers themselves struggle to explain how they make the connections that direct them to the final result and why those judgements are rational. Design thinking in education has not been well addressed especially the education of designers. Research found the problem solving strategies used by novice designers and the theoretical models described in curriculum documents on the design process to be significantly different and suggested that students must be explicitly taught thinking skills to assist them in designing cognitively demanding tasks. However, there is currently insufficient cognitive account on the interwoveness of intentions, the things novice designers think about and the order in which they think about them during the early phases of the design process. The aim of this research was to examine and describe the ways in which Industrial Design students reacted on their internal and external task environment to establish coherent decision making. It is not clearly understood through the literature on design cognition what the nature of novices hierarchical thinking is, or what role gestalt guided by global precedence plays in their design thinking. The importance of understanding novice designers hierarchical way of thinking might assist educators facilitating design students thinking, to become efficient problem solvers. The parallel mixed methods approach to this quasi-experimental case study was based on concurrent think-aloud protocol studies (TAPS) to capture designers moment to moment thought processes together with the production of concurrent sketches. As a result, the mixed methods approach provided me with the opportunity to summarise the way and the order in which designers thought about things in the design task environment. This research report presents and discusses the salient results of three protocol studies where three groups of Industrial Design students working in pairs to solve an ill-structured design problem. The conceptual framework that was adopted for this study was based on the hierarchical thinking model which was conceptualised as a result of empirical research on expert designers to establish the links between various levels of intentions and physicality. The results suggest that coherent gestalt was instantiated when extended design cognition actions synergistically integrate internal processes and external sources of information to solve design problems. The gestalt theory of global precedence that are characterised by hierarchical levels was evident as the Industrial Design students thoughts developed. Their hierarchy of thoughts consisted of four levels, namely aspectual intentions, functional intentions, physical elements and implementation intentions. In each of these hierarchical levels Industrial Design students thought of different things to assist them to understand a given problem and to find a coherent solution in the form of a conceptualised artefact. This confirms the centrality of global precedence in gestalt theory. It furthermore confirms the suitability of the four-level hierarchical model suggested by Haupt (2013) in an expert context, to trace and map the thoughts and cognitive behaviour of Industrial Design students. The practical contribution of this study, about Industrial Design students hierarchical thinking in the early phases of the design process, could be seen as an opportunity for design educators to develop design activities where students can consciously practice making links between various levels of intentions, functionality and physicality. This teaching strategy might allow Industrial Design students to structure their problem solving activity and reduce the cognitive pressure, in order to be more efficient and productive with their time. By making design students consciously aware of these hierarchical levels might allow educators to facilitate design students thinking, to mirror expert design behaviour.<br>Dissertation (MEd)--University of Pretoria, 2015.<br>Science, Mathematics and Technology Education<br>MEd
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Valentine, Louise. "The activity of rhetoric in the process of a designer's thinking." Thesis, University of Dundee, 2003. https://discovery.dundee.ac.uk/en/studentTheses/8d1486fa-c9ec-4fe2-869f-7e17b022296c.

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Research is concerned with communication of design thinking, from the perspective of a designer, and in relation to the process, product, and user experience of design. It is a study of the act of persuasion within the processof a designer’s thinking, and is concerned with interpretation of the relation between words and images. The role of technology, intuition, and visual thinking are identified as three key components of design thought, and the way these three constituent parts inter-relate is the subject matter of inquiry. Research is conducted from a theoretical and practical perspective, and throughout the inquiry, a balance between subjective and objective informationis retained. An essentially holistic approach to understanding the designer’s decision-making process is adopted, and as such, the research does not separate the act of thinking from the act of doing. The inquiry concentrates on exposing the tacit dialogue of a designer througha series of five discourses. Each discourse begins with a preface, a contextual statement that frames the line of inquiry. The first discourse introduces the research methodology; discourse two reviews the literature surrounding communication of design thinking, and observes the design process through documentation and communication of 97 examples; discourse three interviews five professional designers and listens to how they visually communicate the physical and emotional experience of being a designer; discourse four questions a designer’s tacit understanding of visual thinking and exposes the surrounding assumptions, and the fifth discourse closes this inquiry by communicating the activity of rhetoric, describing rhetoric as the relation and inter-relation between the implicit and explicit processes of looking, listening and questioning. The visual methodology provides a context that allows the designer’s qualitiesof judgement and experience to become subjects in themselves. Each discourse attends to the unfolding nature of a network of relationships that developed amongst the roles of intuition, visual thinking and technology. In doing so, the inquiry proposes to contribute to knowledge by: communicating the significance of visual thinking as a methodology for doctoral design research; the role of computer technology as a tool for looking, listening and questioning the activityof rhetoric; intuition as a facilitator of rhetoric and rhetoric as an interrogator of intuition.
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Wernberg, Andersson Micaela, and Nicolina Håkansson. "Thinking like a designer : Hur Design Thinking kan användas som strategiskt verktyg för affärsutveckling." Thesis, Södertörn University College, School of Business Studies, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-3708.

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<p>Design Thinking är ett spännande och fortfarande relativt outforskat område med rötter i Service Management. Med hjälp av designerns verktyg och metoder och en mångvetenskaplig grund med fokus på kundens behov kan Design Thinking bidra till att utveckla produkter och tjänster och genom detta öka lönsamheten för företag. Syftet är att göra en deskriptiv studie av området Design Thinking som metodiskt arbetssätt vid tjänsteutveckling. Detta appliceras sedan på verkligheten för att komparativt se hur tre svenska bolag arbetar med tjänstutveckling inom en av världens största tjänstebranscher utifrån områdena Service Management och Design Thinking. Uppsatsen beskriver utvecklingen från Service Management till Design Thinking och hur man har gått från att utveckla tjänster till att <em>designa</em> tjänster. Uppsatsen har använt en kvalitativ metod vid datainsamling. Detta har gjorts genom intervjuer med de tre valda försäkringsbolagen samt med en tjänstedesignbyrå som samarbetat med ett av bolagen. Teoriavsnittet inleds med en teoretisk bakgrund där en djupare förståelse skapas inom områden Service Management och Design Thinking. Detta för att underlätta tolkningen och analysen av teorierna. En teoretisk modell för tjänsteutveckling har valts ut för respektive område, samt en som tolkas dess skillnader och likheter. Samtliga teorier har sedan tolkats och analyserats utifrån den empiriska studien av försäkringsbolagen. Några slutsatser som uppsatsen har genererat är att de studerade försäkringsbolagen inklusive tjänstedesignföretaget arbetar utifrån kundens behov när det utvecklar tjänster. Däremot visar undersökningen att försäkringsbolagen inte interagerar med kunden i den utsträckning som teorin säger samt att försäkringsbolagen anlitar tjänstedesignföretaget i ett senare skede av tjänsteutvecklingen än vad som egentligen är syftet enligt teorin. Intresset för Design Thinking kommer främst från tjänstedesignföretaget och inte i första hand  från försäkringsbolagen. Utvecklingen från Service Management till Design Thinking visar även att designerns roll har förändrats då denne nu kommer in och är med genom hela processen istället för att som tidigare endast vara med i slutskedet.</p><br><p>Design Thinking is a relatively young and unexplored field with its roots in Service Management. By using the tools and methodology of designers, working in multidisciplinary teams and focusing on the consumers needs Design Thinking can contribute to the development of services and thereby increase the profitability for business. The objective of this paper is to construct a thorough description of the field Design Thinking and its methodology in service development. This is subsequently applied to the swedish insurance sector to comparatively describe how three insurance companies develop their services in one of the worlds greatest service industries. The paper initially describes and explores the development from Service Management to Design Thinking and how one has gone from merely developing services to <em>designing </em>services. Some conclusions that the paper has discovered are that the insurance companies we studied focus on consumer need. However, the study shows that the companies don't interact with the consumer to the extent that is described in the the theorethical models relevant for the paper. According to the study of Design Thinking, the designer is supposed to be involved throughout the entire process and not merely in the later fases as they are in Service Management. The analysis shows that the insurance companies choose to recruit designers only when they feel it to be neccesary, not involving them in the business development which is the next competitive advantage for companies today.</p>
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DUTRA, Danilo Lima. "Um framework para mapeamento de processos As Is apoiado por design thinking." Universidade Federal de Pernambuco, 2015. https://repositorio.ufpe.br/handle/123456789/17333.

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Submitted by Fabio Sobreira Campos da Costa (fabio.sobreira@ufpe.br) on 2016-07-12T12:39:12Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertacao - Danilo Lima Dutra - CPF 00598295321.pdf: 2583713 bytes, checksum: bae65495d4d11b7b48af295372fc0f44 (MD5)<br>Made available in DSpace on 2016-07-12T12:39:12Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertacao - Danilo Lima Dutra - CPF 00598295321.pdf: 2583713 bytes, checksum: bae65495d4d11b7b48af295372fc0f44 (MD5) Previous issue date: 2015-08-17<br>Em Gestão de Processos de Negócio (do inglês, Business Process Management ou BPM), a fase de mapeamento do processo As Is compreende o trabalho de identificação e modelagem do processo que realmente é executado. O mapeamento é crucial para entender como os processos da organização estão sendo conduzidos e possibilitar uma análise das possíveis melhorias. Em organizações com pouca ou nenhuma maturidade em BPM, a documentação sobre processos é escassa e normalmente o conhecimento sobre eles está concentrado nos especialistas do negócio (pessoas que participam do processo executando, gerenciando ou monitorando atividades específicas dentro dele). Neste cenário, o analista de processos tem o desafio de extrair dos especialistas o máximo de informações sobre o processo. Como forma de garantir um mapeamento de processos centrado no humano, foi proposta a construção de um Framework para Mapeamento de Processos As Is, com uma metodologia que oriente desde a escolha da equipe de mapeamento até o mapeamento do processo As Is. Este Framework faz uso de conceitos do Design Thinking (DT), para trabalhar a análise e solução de problemas de forma colaborativa, de modo a definir técnicas, ferramentas e artefatos mais adequados para mapeamento junto à equipe. Para avaliar o Framework proposto, um estudo de caso é discutido. Nesse estudo o Framework foi aplicado em sua completude dentro de uma organização, onde foi realizado o mapeamento de seus processos com o objetivo de analisar como estavam sendo conduzidos e identificar oportunidades de melhoria. O estudo de caso mostrou resultados importantes que apontam os benefícios da utilização do Framework para o cenário proposto. Por fim, é importante ressaltar que essa dissertação contribui com a proposta de um Framework que seja flexível e, portanto, deve ser considerado como um "cardápio" de alternativas para apoiar o analista de processos na etapa de mapeamento.<br>Business Process Management (BPM), the mapping phase of the As Is process includes the identification and modeling of the process that actually runs. Mapping is crucial to understand how the organization's processes are being conducted and enable an analysis of possible improvements. In organizations with few or none BPM maturity, documentation about processes is scarce and usually the knowledge of them is concentrated in the business experts (people who participate in the running process, managing or monitoring specific activities within it). In this scenario, the process analyst has the challenge of extracting from the experts as much information about the process as can get. In order to ensure a human centered process mapping, it was proposed the construction of a Framework for Process Mapping As Is, with a methodology that guides from the choice of the mapping team to the mapping process As Is. This Framework makes use of the Design Thinking concepts (DT), who works the analysis and troubleshooting collaboratively, to define best suited techniques, tools and artifacts with the team. To evaluate the proposed Framework, a case study is discussed. In this study the framework was entirely applied in an organization, which was carried out mapping of its processes in order to analyze how they were being conducted and identify opportunities for improvement. The case study showed significant results that link the benefits of using the Framework to the proposed scenario. Finally, it is important to note that this dissertation contributes to the proposal for a framework that is flexible and therefore should be considered a "menu" of alternatives to support the process analyst on the mapping phase.
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13

Stead, Thomas. "An investigation into the application of design processes to novel self-use molecular diagnostic devices for sexually transmitted infections." Thesis, Brunel University, 2017. http://bura.brunel.ac.uk/handle/2438/15197.

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The purpose of this research was to investigate the application of design processes to the development of novel self-use molecular diagnostic devices for sexually transmitted infections. The argument proposed in this thesis is that the application of design methods at the earliest research stages into miniaturised, low cost, molecular diagnostic technologies will accelerate and improve the process of translating proof of concept diagnostic technologies into usable devices. Concept development requirements and potential issues and barriers to development were identified through interviews with expert stakeholders. These requirements were further refined through a survey of a multidisciplinary diagnostic medical device research group. An action research method was applied to develop a proof of concept prototype to the preclinical trial stage. Through these research studies, a design process model was formulated for use in a research environment. The application of design methods to the proof of concept prototype described in the thesis have resulted in a preclinical trial prototype that exhibits the necessary features for development into a self-use molecular diagnostic device. Issues and barriers were identified and discussed, design guidelines for further development beyond preclinical trial were defined and a generalised design process model for self-use molecular diagnostic devices for sexually transmitted infections was proposed. This research highlights the need for design methods to be applied at the earliest possible stages of the development of novel molecular diagnostic devices.
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Mierke, David S. "project: spARCH: Igniting Design Thinking Through Architecture How the Architectural Design Process can Inspire Social Entrepreneurship." University of Cincinnati / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1346171281.

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15

Hasan, Iman K. "Storytelling as a design thinking tool to bring more and better insights to the design process." University of Cincinnati / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1416231769.

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16

Jaspart, Marie C. "Emergence in Vehicle Design: Using the Concept of Emergence to Provide a New Perspective on the Creative Phases of the Automobile Design Process." University of Cincinnati / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1275072173.

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17

Duncan, Erin. "Design and Critical Thinking: A Process Model to Support Critical, Creative and Empathic Learning in Studio-based Design Education." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1354643684.

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18

Corby, Robert J. "Using the design structure matrix and systems thinking to develop a requirements driven automotive closures design process." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/43172.

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Thesis (S.M.)--Massachusetts Institute of Technology, System Design and Management Program, February 2008.<br>Includes bibliographical references (p. 93).<br>Thesis Outline and Flow: Chapter 1. We begin by first reviewing the predominant industry and company dynamics driving the automotive industry today. We establish the need for shorter product development cycles as well as the need to create products to specifications. A review of relevant prior work is also presented to show where others have worked in this space. The problem statement and motivation for this work evolves subsequently. Chapter 2. We discuss product development activities as they relate to automotive development. We present automotive product development in the context of the system's engineering system-V. We also review the significant role of the virtual development process that is key to modern product development and why we must consider more than just geometric compatibility when evaluating designs for completeness. Chapter 3. Introduces the reader to automotive closures, specifically to side doors. A broad review is completed to facilitate the reader's understanding of subsequent chapters. Also, a view of how requirements are created and a description of the predominant requirements in automotive closures is included. Chapter 4. We get to the more technical and analytical section of this thesis. We begin with an overview of the design structure matrix and then explain the process used to create the case study DSM. We also discuss the art of architecting a DSM so it may be used as a very effective corporate knowledge base. Chapter 5. Represents the closures created DSM and the real world application of the requirements integrated design process. We present the DSM created for this thesis and discuss the nature of its content and then its structure. Chapter 6. Runs a Monte Carlo simulation on the As-Is DSM to create a benchmark. The average process completion time and standard deviation resulting from this simulation are used to measure the effectiveness of process improvement proposals. We discuss a number of the process improvements suggested by Auto OEM's subject matter experts (SMEs). These improvements are then incorporated into the simulation. Conclusions from our research are summarized. Chapter 7. Reflecting on this work completed in this research, chapter 7 shares practical insights gained during this research. Chapter 7 ends with suggestions on what future work may completed.7102 System Design and Management Program.<br>by Robert J. Corby.<br>S.M.
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Bojarski, Aaron David. "Life cycle thinking and general modelling contribution to chemical process sustainable design and operation." Doctoral thesis, Universitat Politècnica de Catalunya, 2010. http://hdl.handle.net/10803/6486.

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La industria es comúnmente vista como una fuente de degradación ambiental y de consumo de recursos, a pesar de ello es una parte vital del desarrollo social y de la creación de riqueza. Del mismo modo, los sistemas industriales causan y determinan los flujos de materias y energía a través de la sociedad. El desarrollo sostenible está asociado a todos los aspectos anteriores al englobarlos a todos.<br/><br/>Los servicios sostenibles son aquellos que restringen el consumo de recursos y generación de residuos a un nivel aceptable considerando las existencias y las velocidades de recuperación de los recursos así como la capacidad de soporte de La Tierra. Asimismo, hacen una contribución positiva a la satisfacción de las necesidades humanas y proveen de valor económico a la empresa. La selección de procesos apropiados para la provisión de un dado servicio es el tópico principal de esta tesis.<br/><br/>Esta tesis presenta un marco consistente para el soporte a la decisión hacia alternativas sostenibles. El marco abarca un grupo de métodos y herramientas aplicables al soporte de la decisión en cuestiones de diseño, actualización, y operación considerando criterios de sostenibilidad en términos económicos y medioambientales. Se ha enfatizado la simulación de procesos, el modelado matemático y otros métodos de estadística multivariable. El marco está materializado en un procedimiento de uso que posee cuatro pasos que imitan los de otros métodos actualmente utilizados y un set integrado de herramientas. Las herramientas usadas son en todos los casos modelos matemáticos que permiten una representación precisa de la realidad que simulan. El problema multiobjetivo resultante es resuelto usando una estrategia que permite restringir la mejor solución de compromiso. Una multitud de casos de estudio industriales muestra la forma de aplicación del marco en diferentes escenarios.<br/><br/>El marco se ha aplicado a casos de estudios que requieren de soporte a la decisión. El caso de diseño de procesos continuos se ha incluido tratando tres casos. El primero está relacionado con la selección de opciones de tratamiento de aguas residuales en una planta de producción de ácido fosfórico considerando incertidumbre en variables operativas. Otro caso considera las decisiones relacionadas al uso de diferentes materias primas en una usina eléctrica con tecnología de gasificación. El último caso considera la optimización de las variables operativas en el diseño de un sistema de destilación reactiva. Todos los casos son modelados rigurosamente usando noveles herramientas de simulación y modelado en conjunto con otras desarrolladas para el análisis de los aspectos económicos y medioambientales de la sostenibilidad.<br/><br/>Posteriormente, se ha estudiado el problema operacional de la selección de la planificación de producción. En este caso se ha puesto atención especial a la selección de métricas apropiadas considerando aspectos económicos, medioambientales y de eficiencia que reflejen las características secuenciales del problema. El modelo propuesto se ha construido usando herramientas de programación matemática y la producción de fibras acrílicas es la aplicación considerada.<br/><br/>Finalmente el marco se ha aplicado al diseño y planificación de una cadena de producción. En este caso se modelan decisiones de planificación a medio y largo plazo y se las aplica a la producción de anhídrido maleico en Europa del Oeste. Dadas las características del problema se han estudiado diferentes instrumentos económicos asociados al medio ambiente, como la venta de permisos de emisión y subsidios a la producción. Esto permite mostrar las capacidades del marco para el estudio de políticas gubernamentales.<br/><br/>Los casos de estudio muestran las diferentes compensaciones que aparecen en varios niveles de decisión. Asimismo el marco provee con un enfoque robusto para la trazabilidad y capacidad de verificación de las diferentes hipótesis de modelado, lo cual refuerza el proceso de toma de decisiones.<br>Industry is often seen as a source of environmental degradation and resource depletion, however it is a vital part of societal development and wealth creation. Moreover, industrial systems cause and determine flows of materials and energy through the society. Sustainable development is associated to all the former issues, by encompassing them altogether under the same umbrella.<br/><br/>Sustainable services are those, that restrain resource consumption and waste generation to an acceptable level, considering Earth's existing capital, rates of replenishment and carrying capacity, make a positive contribution to the satisfaction of human needs, and provide enduring economic value to the business enterprise. The selection of appropriate processes for providing a given sustainable service is the main topic of this thesis. <br/><br/>This thesis presents a consistent framework for decision support towards sustainable design. It encompasses a set of methods and tools applicable to decision aid in process design, retrofit and operation considering sustainability criteria in terms of economic and environmental issues. In this sense special consideration is given to process simulation, general modelling programs and other multivariate statistical methods, as well as their supporting associated tools. The framework is materialised as a procedure for its application in four steps, which mimics other current applied methods; and a set of tools which are integrated. One of the framework aims is the consideration of the uncertainty associated to parameters and values. The tools, which in all cases are mathematical models, allow for an accurate representation of the reality they simulate. In the case of alternatives generation problem, the resultant multiobjective optimisation problem is solved by an strategy that permits narrowing-in the best solution compromise. A multitude of industrial case studies teaches the way to use the framework in different scenarios.<br/><br/>The framework is applied to different case studies which require decision aid. The case of continuous process design is first addressed along with three different studies. The first one is related to the selection of waste water treatment options for a phosphoric acid plant considering uncertainty in operating variables, another analysis considers the decisions related to raw material management in an integrated gasification combined cycle power plant, while the last one addresses the design of a reactive distillation system considering optimisation of operating variables. All case studies are modelled rigorously using state of the art commercial simulation tools in conjunction with other tools developed for the assessment of sustainability concerns, mainly economic and environmental issues. <br/><br/>The operational problem of selecting appropriate schedules, for the production of different products, is addressed next. In this case, special attention is given to the selection of appropriate metrics, considering economic, efficiency and environmental concerns that reflect the sequence dependence features of this problem. The model proposed is built using mathematical programming and the production of acrylic fibres is the application considered. <br/><br/>Finally, the framework is applied to the design and retrofit of the whole chemical supply chain. Mid- to long-term planning decisions are modelled in this case, which studies a maleic anhydride production supply chain in Western Europe. Due to the problem nature, economic-environmental instruments such as emission trading and price subsidies are studied showing the viability of the presented approach for policy analysis.<br/><br/>The case studies and the proposed framework show that different trade offs appear at different decision making levels. Moreover, the framework provides with a robust approach for traceability and verifiability of different modelling hypothesis which strengthens the decision making process.
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Janse, van Rensburg Joalise. "Fostering critical thinking dispositions in the Technology classroom." Diss., University of Pretoria, 2020. http://hdl.handle.net/2263/80448.

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The purpose of this study was to investigate and describe how technology teachers foster a positive disposition towards Critical Thinking (CT) in their learners. One of the general aims listed in the South African National Curriculum Statement (NCS) specifically calls for the use of CT to enhance learners’ ability to identify and solve problems. In the Curriculum and Assessment Policy Statement (CAPS) for technology, CT is required to successfully solve problems during the design process. The design process, which is central to technology, thus offers many opportunities to nurture CT should teachers be willing to exploit them. CT consists of two components, namely, CT skills and CT dispositions. CT skills refer to the cognitive abilities of a person, while CT dispositions are concerned with an individual’s internal motivation to think critically. A fair amount of research regarding CT focuses on CT skills. The limited research available on CT dispositions reports mostly on its definition, classification, and assessment. The paucity of literature on CT dispositions suggest that teachers cannot draw from existing literature to inform their practice regarding the ways in which one could foster a willingness to think critically. This study, therefore, aimed to improve our understanding of the strategies used by technology teachers to promote CT disposition. The conceptual framework for this study was based on Facione’s (2011) seven dispositions towards CT, and was augmented by a description of the design process in technology education. The premise for using this framework is based on the assumption that if an individual is positively disposed towards CT, they will be inclined to critically solve the problems encountered during the design process in technology. The design process further presents the opportunity to nurture CT dispositions. This study engaged in a qualitative research approach and a multiple case study design to investigate how technology teachers foster CT dispositions in their learners. To this end, 10 senior phase technology teachers were purposefully selected and interviewed. The interviews comprised open-ended questions about each disposition to gain an in-depth understanding of the strategies that teachers use in their classroom. Five of these teachers were then observed for one design-based lesson to explore how these strategies are actualised in the technology classroom. The analysis of the interview data indicated that the participants used a variety of strategies to foster all the CT dispositions. These strategies were also noted during the observations, with no new strategies being revealed. The strategies included the use of assessments, discussions, the classroom environment, examples, feedback, modelling, questioning and resources. It was found that the participants used four main strategies as initial actions that acted as a platform for, or led to the use of supporting strategies to foster all of the CT dispositions. Through this study, some strategies that were identified in the literature regarding the nurturing of CT, its skills and dispositions were confirmed. Other strategies were identified as relating to the principles for teaching CT dispositions, while two strategies were recognised that were not mentioned in the literature. It is recommended that further research be conducted on the effectiveness of these strategies, learners’ experience of the strategies, and that longer periods of observation be done to include the facilitation of the entire design process. The research on CT dispositions up until this point has not suggested or described explicit strategies to specifically foster the dispositional component of CT. The findings and conclusions of this study are also not considered as the final answer to this paucity of literature, it does, however, pose as a departure point for further investigation and development.<br>Dissertation (MEd)--University of Pretoria 2020.<br>pt2021<br>Science, Mathematics and Technology Education<br>MEd<br>Unrestricted
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Lu, Tai-Hung. "A Guideline for Designing Habitual and Persuasive Systems." University of Cincinnati / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1505131366776192.

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22

Tahsiri, Mina. "Design behaviour and distributed cognition : a protocol study on the effect of design tools on the process of architectural design thinking." Thesis, University of Nottingham, 2018. http://eprints.nottingham.ac.uk/48227/.

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This thesis, is an explorative research, manifesting factors that influence the relationship between a designer and their design tool. The interest of the thesis is in the epistemic role of a design tool and how it can influence a designer’s thinking in the concept development phase of architectural design. A diversity of views regarding the effect of design tools on design thinking led the thesis to propose a new protocol think-aloud study framework for studying design behaviour based on the theory of Distributed Cognition, where cognition is seen to be distributed between the internal space of the mind and the external space provided by the medium of the design tool. The new framework used in this study, enables the protocol data from the design processes to be categorised and analysed based on the cognitive space they are associated with. It is applied to a case of six architecture students executing three design tasks using a different design tool each time; namely pencil and paper, and 3D modelling software Sketch Up and Rhinoceros 3D. The analysis is carried out qualitatively using a combination of ethnographic observations and representational graphs of the designers’ distributed cognitive activity. The results show that although a difference in design tool may not significantly affect the designer’s productivity in terms of number of ideas created, it affects their management of the task and the dynamics of their design activities. Three factors are identified that can influence a design tool’s effect on design thinking: 1- the amount of information a designer has to deal with in each frame of their design process, 2- the immediate availability of certain functions of a design tool and 3- the cost designers associate with retrieving from errors and mistakes when using a particular design tool. The thesis concludes by recommending further empirical research that use other methods such as brain imaging to complement findings of this study and examine the effect of each of the aforementioned factors on cognitive demand as the next step in the enhancement of design tools as supports for design thinking.
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Ahlgren, Andersson Ellen, and Maria Enecker. "Design Thinking och Fyrstegaren : En jämförande studie om två människocentrerade designprocesser." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-30402.

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Design Thinking is a prototype-driven, solution-based and human-centered innovation approach and design process that has been receiving a growing amount of attention in both the industry and research during the last decade. In this paper we intend to evaluate Design Thinking in relation to the in-house design process of the digital transformation agency Mogul AB. Their process, called the Four Step Model, was developed by the design team as a result of years of experience and evaluation of best-practice. The aim of our study is to compare Design Thinking’s initial phases Empathize and Define to the corresponding strategy phase in the Four Step Model. Using this comparison we aim to evaluate in what way Design Thinking could be integrated in the Mogul’s Four Step Model in order to obtain a more human-centered process and result. This study is based on a) research on Design Thinking and human-centered design processes b) interviews with representatives from Mogul's design team, and c) documentation from our own work process, producing a recruitment site for Mogul, where we used Design thinking as our working method. Our study shows that Mogul's design process would benefit from integrating a number of tools and mindsets from Design Thinking. Our key findings suggest that the Four Step Model should be more iterative and include the end user in an extended degree during the whole design process, and especially during the initial stages of the process. The Four Step Model would also benefit from more tangible tools for obtaining a deeper understanding of the end user’s needs. By embracing these mindsets from Design Thinking, the Four Step Model could become more useful, efficient and human-centered.<br>Design Thinking är en prototypdriven, lösningsorienterad och människocentrerad innovationsmetod och designprocess som har fått alltmer uppmärksamhet, både i branschen och designforskningen, det senaste decenniet. I denna rapport har vi för syfte att utvärdera Design Thinking i relation till den interna designprocess som används på den digitala transformationsbyrån Mogul AB. Deras process, som kallas Fyrstegaren, har utvecklats av Moguls designteam, och är ett resultat av många års yrkesverksamhet och erfarenhet av best practice. Syftet med vår studie är att jämföra Design Thinkings initiala faser Empathize och Define, med den motsvariga Strategifasen i Fyrstegaren. Med denna jämförelse ämnar vi utvärdera på vilka sätt Design Thinking skulle kunna integreras i Moguls fyrstegare för en mer människocentrerad process och resultat. Studien är baserad på a) forskning om Design Thinking och människocentrerade designprocesser, b) intervjuer med representanter från Moguls designteam, och c) dokumentation från vår egen praktiska produktutveckling av en rekryteringswebbplats till Mogul, där Design Thinking har varit vår arbetsmetod. Studien visar att Moguls designprocess skulle gynnas av att integrera ett antal verktyg och tankesätt från Design Thinking. Våra nyckelfynd föreslår att Fyrstegaren borde bli mer iterativ och inkludera slutanvändaren genom hela processen, främst i dess inledande faser. Fyrstegaren skulle också behöva fler handgripliga verktyg för att skapa en djupare förståelse för användaren och dess behov. Genom att integrera dessa principer från Design Thinking menar vi att Fyrstegaren skulle kunna bli mer ändamålsenlig, effektiv och människocentrerad.
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Ada, Ketchie, Nehe Meret, and Shapira Hila. "For the Creative Problem-Solver : An Integrated Process of Design Thinking and Strategic Sustainable Development." Thesis, Blekinge Tekniska Högskola, Sektionen för ingenjörsvetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4208.

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Since the dawn of humanity design has influenced human life. Today, facing the depletion of the socio-ecological system, increasing complex problems threaten humanity’s existence. Design has been a contributor to creating such problems, yet with appropriate tools can become a source for solutions. Design Thinking (DT) was identified as a possible approach that could contribute to Strategic Sustainable Development (SSD). The purpose of this thesis is to examine potential contributors and hindrances of the DT process with regards to SSD, and create a prototype for an integrated process that could help achieve more strategic and sustainable outcomes. With the use of the Framework for Strategic Sustainable Development (FSSD) as a lens to examine the above, along with interviews, Action Research and expert feedback, an integrated process was created. Results of the interviews and FSSD analysis helped shape two prototypes that were examined through the mentioned methods. It was indicated by participants of the Action Research and by experts that the prototype could help reach a strategic and sustainable outcome, and further refinement should be pursued. The final prototype is presented as part of the discussion, suggesting additional tools and actions that if included could create a possible Sustainable DT (SDT) process.
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SOUZA, Lamunyel Luis de. "Gestão do Design em empresas do setor 2,5: análise do processo de design de artefatos em negócios de impacto a partir da abordagem Design Thinking." Universidade Federal de Campina Grande, 2017. http://dspace.sti.ufcg.edu.br:8080/jspui/handle/riufcg/914.

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Submitted by Johnny Rodrigues (johnnyrodrigues@ufcg.edu.br) on 2018-06-10T18:34:58Z No. of bitstreams: 1 LAMUNYEL LUIS DE SOUZA - DISSERTAÇÃO PPGDesign 2017..pdf: 6283631 bytes, checksum: 28699dd7b30358bc11fb8536e77284fe (MD5)<br>Made available in DSpace on 2018-06-10T18:34:58Z (GMT). No. of bitstreams: 1 LAMUNYEL LUIS DE SOUZA - DISSERTAÇÃO PPGDesign 2017..pdf: 6283631 bytes, checksum: 28699dd7b30358bc11fb8536e77284fe (MD5) Previous issue date: 2017-07-26<br>O presente estudo teve como objetivo analisar o Processo de Design de artefatos projetados por Negócios de Impacto a partir das fases projetuais da abordagem Design Thinking, no intuito de caracterizar como se dá o processo de desenvolvimento de produtos, serviços e artefatos digitais em Empresas do Setor 2,5 (dois e meio). Com abordagem qualitativa e finalidade exploratória e descritiva, esta pesquisa foi realizada por meio de estudos de casos múltiplos, os quais foram suportados por levantamento bibliográfico e documental. Para isso, desenvolveu-se um framework do processo de Design Thinking, composto por 6 (seis) fases: Contexto, Empatia, Insights, Ideias, Protótipos e Artefatos. A elaboração deste modelo de referência teve como fundamento 8 (oito) processos, publicados entre os anos de 2007 e 2014. A amostra investigada foi composta por 5 (cinco) Negócios de Impacto, os quais foram identificados, mapeados e selecionados de acordo com os critérios delimitados neste trabalho. Os dados foram coletados virtualmente em 3 (três) etapas, por meio de 2 (dois) questionários publicados no Formulários do Google, entrevistas semiestruturadas realizadas via Skype™ e levantamento documental e bibliográfico sobre cada negócio. Os instrumentos utilizados nesta pesquisa foram apreciados e aprovados pelo Comité de Ética em Pesquisa do Hospital Universitário Alcides Carneiro (HUAC/UFCG), tendo como Certificado de Apresentação para Apreciação Ética (CAAE) o registro n° 63084316.7.0000.5182. Os dados obtidos foram registrados, organizados e categorizados com o suporte dos softwares MP3 Skype Recorder v.4.29 e Microsoft® Groove, Word® e Excel®, assim como foram transcritos, revisados, codificados e interpretados à luz da abordagem de Creswell (2010) para estudos qualitativos. Como resultados, viu-se que cada negócio possui uma configuração processual bastante singular, influenciada pelas particularidades do projeto, pela cultura organizacional e experiência da empresa, bem como pelo repertório, expertises e aporte metodológico da equipe. Assim como o Design Thinking, o processo projetual nos Negócios de Impacto se caracteriza principalmente pelo foco no ser humano, pela colaboração multidisciplinar e pela experimentação de soluções. Isto posto, concluiu-se que o Processo de Design de Artefatos em Negócios de Impacto não somente se assemelha com o Design Thinking, mas que este é também utilizado deliberadamente como metodologia projetual pela maioria dos empreendimentos investigados. Ademais, viu-se que algumas de suas características se revelam difusas, em maior ou menor intensidade, de maneira consciente ou não intencional, entre os estágios projetuais das empresas pesquisadas, até mesmo naquelas que não utilizam o pensamento de design como método ou que não possuem um processo metodológico mais rigoroso.<br>This study aimed to analyze the Design Process of artifacts designed by Social Business through the design phases of the Design Thinking approach, in order to characterize how the development process of products, services and digital artifacts in Sector 2.5's Companies occurs. With a qualitative approach and exploratory and descriptive goal, this research was carried out through multiple case studies, which were supported by a bibliographical and documental research. For this, a framework of the Design Thinking process was developed, composed of 6 (six) phases: Context, Empathy, Insights, Ideas, Prototypes and Artifacts. The elaboration of this reference modelwas based on 8 (eight) processes, published among the 2007 and 2014 years. The sample investigated was composed of 5 (five) Social Business, which were identified, mapped and selected according to the criteria delimited in this study. The data was virtually collected through 3 (three) steps: 2 (two) surveys published in Google Forms, a semistructured interview via SkypeTM, and the documental and bibliographical research. The data was recorded, organized and categorized with MP3 Skype Recorder v.4.29 and Microsoft® Groove, Word® and Excel®, as well as transcribed, revised, codified and interpreted through CreswelLs (2010) approach for qualitative studies. This research was appreciated and approved by the Research Ethics Committee of the University Hospital Alcides Carneiro (HUAC / UFCG), having as Certificate of Presentation for Ethics Assessment (CAAE) the number 63084316.7.0000.5182. As a result, each business has a singular process configuration, influenced by the particularities of the project, organizational culture and company experience, and the know-how of the team. As Design Thinking, the Social Business design process is characterized mainty by the human-centered approach, the multidisciplinary collaboration and the experimentation of solutions. Therefore, it was concluded that the Social Business design process not only resembles the Design Thinking approach, but that it is also deliberately used as a design methodology by the most of the enterprises investigated. Thus, some of its characteristics have been diffused, to a greater or lesser intensity, in a conscious or unintentional way, between the design stages of the companies researched, even by those that do not use Design Thinking as a method, or that do not have a more rigorous methodological process.
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Coskun, Aykut. "Post- Use Design Thinking For Product Design Process And Sustainability A Study On An Educational Project In Glass Packaging." Master's thesis, METU, 2010. http://etd.lib.metu.edu.tr/upload/12612411/index.pdf.

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The rapid disposal of products has detrimental effects on environment which is increasing resource consumption for the production of new products, along with the waste production. Therefore, designing long lasting products has great importance for achieving sustainable consumption and production. The present study analyzes the implications of an approach called post-use design thinking for achieving sustainable consumption and production through product longevity. To explore that approach, two educational industrial design projects are analyzed throughout the study. The results suggest that post-use design thinking should be considered at the early stages of the design process. The idea generation exercises developed specifically for this design thinking seem to be helpful in generating design solutions for post-use phase. The results also indicate that the post-use design thinking is feasible in terms of design and production for glass packaging products, which is the specific case analyzed throughout the research.
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Nestok, Bennett R. "Uninhibited Ideation: Childhood Games as Design Methods." University of Cincinnati / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1459438342.

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Salman, Huda Shakir. "The impact of CAAD on design methodology and visual thinking in architectural education." Thesis, Robert Gordon University, 2011. http://hdl.handle.net/10059/655.

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This thesis aims to explore the potential impact of Computer Aided Architectural Design (CAAD) as a conceptual design tool on the design methodology of final year students. Many design studies have focused on sketching and its relationship with creative thinking to validate CAAD programs as a design tool. On the contrary, this study argues that the continued primacy of traditional tools as the predominant conceptual tools needs more evidence in the contemporary design practices. That is to say, the relative importance of CAAD alongside other media, such as sketching, model making and verbalisation must be recognised before the forthcoming leap in CAAD programs development. To illustrate these ideas, the Scott Sutherland School of Architecture and Built Environment was used as a case study to explore CAAD’s role in the educational context, the studio in general and the final year studio in particular. A mixed methods approach was employed to carry out two studies: a case study and a protocol study. A case study approach was utilised to understand the modern context whereby CAAD is used by the students despite CAAD not being an integrated part of the project model. The case study was also used to document the reasons behind students’ tendency of using CAAD at the conceptual phases of the design process. Mixed methods were used to collect data at three different intervals of the two semesters; before starting the studio project, while working on the project and after submitting the final project. The methods used include a questionnaire survey, structured reflection interviews, and a focus group. A protocol study was conducted to understand the impact of CAAD on selfcommunication using the think aloud method under the same experimental conditions using CAAD program(s) as the only external representation. The case study findings clarified the effects of the traditional context of the studio and the project model on CAAD’s utility within students’ design processes and identified the lack of CAAD professional skills, and the integration of CAAD as a knowledge base. The protocol study findings provided a greater understanding of the cognitive processes in designing and design performance while using CAAD, as well as acknowledging the possibility of a cyclic conceptual process. The potential impact of CAAD on the design process was further categorised. The empirical exploration provides CAAD research with new insights, instigating more useful ways of teaching and learning by an appropriate integration of CAAD programs and design methods in a situated manner where students can enhance their design processes creatively. It is proposed that a more measured and disinterested approach is now required to investigate CAAD and their implications for education.
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Ure, Heather. "The Effect of the Engineering Design Process on the Critical Thinking Skills of High School Students." BYU ScholarsArchive, 2012. https://scholarsarchive.byu.edu/etd/3089.

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The purpose of the research reported here was to determine the impact learning the engineering design process (EDP) would have on the critical thinking skills of high school physics students. An EDP unit was conducted with 5 classes of high school physics students in grades 10-12 over 1 month. The EDP unit's curriculum allowed for the gradual release of responsibility as students became more familiar with the EDP and more consistent in using it. The six steps used in this EDP unit were Ask, Imagine, Plan, Create, Test, and Improve. The Watson-Glaser Critical Thinking Appraisal was given as a pre- and post-test to measure the growth in critical thinking skills. By measured standards, qualitative analysis and observation, students showed an increase in critical thinking skills and in confidence to use them.
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Attiah, Doha Yousif. "A constant-theoretical sampling and comparison approach to optimise colour thinking in the interior-design process." Thesis, University of Leeds, 2016. http://etheses.whiterose.ac.uk/13834/.

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The relationship between man-made interior designed spaces and the critical element of colour in these spaces is the concern throughout this study. It is the designer who thinks, re-thinks, decides, then applies the colours onto the interior environment; thus is the key to improve the colour outcomes in interiors. It is important to understand how designers deal with colour. Sensing a gap in applying colour for interior design, four routes of data collection were designed: literature review, case studies, interviews, and observations. While collecting data, the need for good analysis was needed; and thus CTSC (Constant Theoretical Sampling and Comparison) method was designed and applied. CTSC meets GTM in some rules, but differs in some others. CTSC clarifies the data collection routes/methods used in this study and proposes new terms and criteria for design process researchers. Many concepts and themes emerged from analysing each route individually; emerged concepts in CTSC are the results of analysing each study (for example: the refined results of the interviews are called the interviews’ emerged concepts). When linking all the emerged concepts of the four study routes together using the proposed CTSC big linking, the findings of the research were defined, and a justified theory was formed in the area of colour-in-interior design. The case studies analysed three interiors in the UK, whereas the interview study was the major in-depth followed route in this thesis, traveling to seven countries and interviewing twenty-five interior designers. The designed observational study included seven interior design projects. Building contacts with more than thirty designers and design practices facilitated more opportunities for the research to emerge in up-to-date concepts and themes, which allowed to result in theory, and gave the research more chances to design future plans. The insights of this thesis can assist future researchers who are interested in both areas: design process, by proposing data collection and analysis useful CTSC method, and the area of colour in interior design, by proposing the CTSC colour in interior design theory, which included crucial findings such as: colour comes first in design processes, and that designers will always like to keep their colour choices open to inspirations.
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Burns, Mikaila Marie. "Mapping the Gap: Using Growth Opportunity Items and Principles as well as Design Thinking to Eliminate the Creative Achievement Gap." The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1408964827.

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Leite, Kelma Pinheiro. "Proposal for improvement of process design and product development projects in real estate." Universidade Federal do CearÃ, 2014. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=16658.

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This research addresses, from the lean thinking standpoint, the product development process (PDP) and the project process for multifamily vertical residences of the real estate development market. The concept phase and the production phase became farther apart, so there are numerous professionals employed on different stages and functions, but without proper integration among them. Integration amongst those involved in the construction process improves the quality of the project, adds value and eliminates losses. However, traditional project managing is obsolete because: (1) it does not consider the workflow; (2) it does not consider the predictability of the workflow; and (3) it does not measure the planning systemâs performance. To do a project using the lean concept includes a new way of thinking (lean) and incorporates new tools or work methods. Therefore, this paper proposes the following research question: how to improve the project process and the PDP in real estate ventures by applying the philosophy of lean thinking? Aiming at resolving the research question, this paperâs goal is to propose guidelines to increase efficiency of product development process and real estate developmentâs project process, based on the philosophy of lean thinking. As theoretical basis for this work, a review study was conducted on the literature related to planning methods and control of project process, real estate PDP, on the new production (lean thinking) and project (lean design) philosophy, and also on Building Information Modeling (BIM). This is a qualitative research of applied nature. The research strategy used was an exploratory-descriptive analysis of multiple case studies, which came from cases of development and construction companies that already adopt lean construction in their production process. After the collection and the analysis, guidelines were suggested to improve the project process and the real estate PDP. The applicability of the guidelines is conditioned to the specificities of the companies analyzed here, though not compromising their use in other construction and development companies with similar characteristics. From this paper, other companies can evaluate their maturity level with regards to lean processes and create stages and goals to attain the optimum point of PDP and real estate project design.<br>Esta pesquisa aborda o processo de desenvolvimento de produto (PDP) e o processo de projeto do mercado de incorporaÃÃo imobiliÃria residencial multifamiliar vertical, sob a Ãtica do pensamento enxuto. As etapas de concepÃÃo e de produÃÃo tornaram-se mais distantes entre si, havendo diversos profissionais alocados em etapas e funÃÃes diferentes e sem uma devida integraÃÃo entre eles. A integraÃÃo entre as diferentes partes envolvidas na construÃÃo melhora a qualidade do projeto, agregando valor e eliminando perdas. Contudo, o gerenciamento de projetos tradicional à obsoleto, pois: (1) nÃo considera o fluxo do trabalho; (2) nÃo considera a previsibilidade do fluxo de trabalho; e (3) nÃo mede o desempenho do sistema de planejamento. A elaboraÃÃo de projeto utilizando o conceito lean inclui um novo pensamento (enxuto) e a incorporaÃÃo de diferentes ferramentas ou mÃtodos de trabalho. Assim, este trabalho propÃe a seguinte questÃo de pesquisa: como melhorar o processo de projeto e o PDP em empreendimentos imobiliÃrios atravÃs da filosofia do pensamento enxuto? Visando atender à questÃo de pesquisa, o objetivo deste trabalho à propor diretrizes para aumentar a eficiÃncia do processo de desenvolvimento do produto e do processo de projeto de empreendimentos imobiliÃrios, tomando como base a filosofia do pensamento enxuto. Foi realizada uma revisÃo bibliogrÃfica relacionada aos mÃtodos de planejamento e controle do processo de projeto, PDP imobiliÃrio, a nova filosofia de produÃÃo (pensamento enxuto) e de projeto (lean design) e Building Information Modeling (BIM) como embasamento teÃrico da pesquisa. Trata-se de uma pesquisa qualitativa de natureza aplicada. A estratÃgia de pesquisa adotada foi o estudo de caso mÃltiplo, com carÃter exploratÃriodescritivo. Os estudos de caso foram realizados em empresas incorporadoras e construtoras que jà adotam a construÃÃo enxuta em seu processo produtivo. ApÃs as etapas de coleta e anÃlise, foram propostas diretrizes para melhoria do processo de projeto e PDP imobiliÃrio. A aplicabilidade das diretrizes fica condicionada Ãs especificidades das empresas pesquisadas sem comprometer a aplicaÃÃo em outras empresas construtoras e incorporadoras com caracterÃsticas semelhantes. A partir desse trabalho, outras empresas podem avaliar o grau de maturidade quanto a processos enxutos e trilhar etapas e metas de evoluÃÃo atà um ponto Ãtimo de PDP e de projeto imobiliÃrio.
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King, Emily. "Conversations with landscape architects and artists: an exploration of the value of creative thinking in landscape architectural design process." Thesis, Kansas State University, 2011. http://hdl.handle.net/2097/11992.

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Master of Landscape Architecture<br>Department of Landscape Architecture/Regional and Community Planning<br>Mary C. Kingery-Page<br>Over time the conventional design process has minimally evolved from Hideo Sasaki’s staged-design process, one of the original models of landscape architectural design process (Murphy 2005, 50; Sasaki 1950, 35). Different types of conventional design process, as it is called in this study, incorporate more stages, devoting more time to each; however, the stages are still completed in an exact order due to the focus on problem solving. The lack of encouragement for personal creative thinking through an individual creative process within the conventional design processes used today is apparent in both the profession and the education of landscape architects today. Because a creative process does not simply solve problems but encourages creative thinking throughout design, the profession would see greater generation of new ideas if landscape architects began to embrace a more creative process, as identified by Graham Wallas in the 1920s (Lawson 2006, 149-150; Herrman 1995; Goswami and Goswami 1999, 43-44). Interviews with highly creative, or avant-garde, landscape architects, such as Thomas Balsley, Claude Cormier, Mikyoung Kim and Peter Walker, and assumedly creative artists helped to provide answers to primary research questions: How does the design process of avant-garde landscape architects compare to the assumedly creative process used by artists? And how can the conventional landscape architectural design process be reframed to incorporate more creative thinking in landscape architectural practice and landscape architectural education? Using a grounded theory approach, in-depth, open-ended interviews were completed with eight subjects. Initial coding themes were based upon broad categories from literature review. Substantial coding and analysis of interviews to find the creative and conventional design processes and characteristics of creativity for each subject resulted in emergent themes and sub-themes from the interviews. Analysis matrices were developed to document commonalities and discrepancies between initial themes from literature review and emergent themes from interviews. Conclusions on findings from initial and emergent themes include:highly creative landscape architects employ non-linear, creative processes throughout design, confidence in personal creativity is imperative to creative thinking, and landscape architectural programs should allow students flexibility and creative license for developing personal design processes.
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Möller, Rebecka. "How to create interaction moments at concerts : Designing user experiences." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232128.

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The concert industry has been expanded enormously the last couple of years. At the same time as the increasing engagement for concerts, the digital market is growing rapidly. Today during concerts, people use their smartphones to send text messages, connect on social media, take photos, record film clips, and use the flashlight function in a replacement of a lighter. This behaviour may be perceived as a distracting moment and instead moves the person’s focus from the live performance to the phone. The distracting moment can be solved by making an application that makes the interaction more enjoyable through the study of user experience. This can lead to more focus on the music and therefore, enhance the concert experience. In this project, the work behind the development of designing prototypes is described. The method used in the thesis is the process of Design Thinking. The process is divided into a five-step model: empathize, define, ideate, prototype and test. The result presents three prototypes that are based on digital competitions that interact the audience during a concert experience. At the end of the thesis, a discussion about how to secure a positive outcome of interacting the audience and the artist is presented. The conclusion was that the interactions have good potential to work in a concert environment, but the interactions need to be additionally tested to secure a positive outcome. Another conclusion was that the time before a concert has more scope to make interactions work well and to not distract the users from the live performance.<br>Konsertindustrin har expanderat enormt de senaste åren. Samtidigt som det ökande engagemanget för konserter, växer den digitala marknaden snabbt. Idag använder publiken sina mobiltelefoner under en konsert för att skicka textmeddelanden, ansluta på sociala medier, ta foton, spela in filmklipp och använda ficklampans funktion som en tändare. Det här beteendet kan uppfattas som ett distraherande ögonblick och i stället flytta personens fokus från konserten till telefonen. Det distraherande ögonblicket kan undvikas genom en studie av användarupplevelse som gör att en mobilapplikation gör samspelet smidigare. Det kan leda till mer fokus på musiken och genom det förbättra konsertupplevelsen. I det här projektet beskrivs arbetet bakom utvecklingen av prototyper. Metoden som används i rapporten är processen Design Thinking. Processen är uppdelad i en femstegsmodell: sympatisera, definiera, föreställa, prototyp och testa. Resultatet presenterar tre prototyper som bygger på digitala tävlingar som interagerar publiken under en konsertupplevelse. I slutet av rapporten presenteras en diskussion om hur man kan få ett positivt resultat av att interagera publiken och artisten med varandra. Slutsatsen var att interaktionerna har god potential att fungera i en konsertmiljö, men interaktionerna måste testas ytterligare för att säkerställa ett positivt resultat. En annan slutsats var att tiden före en konsert har mer spelrum för interaktionerna att fungera bra och att inte distrahera användarna från konsertupplevelsen.
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Huang, Yuqing. "A curriculum design project: The use of critical thinking and graphic organizers in the EFL writing process." CSUSB ScholarWorks, 1998. https://scholarworks.lib.csusb.edu/etd-project/1212.

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36

Song, Ji‐Won. "Understanding user interaction problems with wireless connection via research through design." Thesis, Brunel University, 2015. http://bura.brunel.ac.uk/handle/2438/10890.

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People frequently have problems making multiple devices work together. In this thesis, I use the Research‐through‐Design approach to understand the issues and propose solutions. Through an iterative series of investigations, the problems people have with the connection of multiple devices has been examined, including usability issues, difficulties with the sequential connection procedure, and difficulties performing an action. I found non‐expert users to have difficulties with interpreting and evaluating the devices’ interaction status regarding the sequence of the connection procedure. When an evaluation problem occurs, they have problems dealing with the required sequence or diagnosing the error in their interactions. The problem understanding was examined from additional cases. The comprehension of the problems allowed me to generate design implications and propose a design solution. I proposed two implications with which to solve the stated problem. I suggested helping users evaluate device interaction and reduce unnecessary user interactions. A design framework was suggested as a solution by providing diagrammatic representations of system interaction and signals revealing device status. I then assessed the suggested solutions using paper prototypes, and demonstrated their effectiveness. The improved interfaces helped users evaluate device connection status so they may determine how to proceed with sequential interaction. With the Research‐through‐Design approach constructing knowledge by integrating theories and hypothesis, I found the feature of user‐multiple device interaction in which a user is required to manage the interaction between the devices. A single device cannot aid the user interaction. In the dissertation, I proposed a desirable state of user interaction, which is achieved by two devices revealing connection states together so that a user can earn a useful system image.
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Nickley, William A. "Making for One Another: An Exploration of Design-based Making in Positive Youth Development Program Delivery." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1594656061637407.

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Olsson, Evelina. "The Challenges of Meeting the Terms of Sustainability and Multiple Stakeholders in a Design Process that Emanates from the Methodology of Design Thinking." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-300052.

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As a repercussion of the ongoing climate crisis and the emerging system of stakeholder capitalism, organizations are required to take responsibility for their businesses throughout their entire value creation chain. To meet the demands of their stakeholders, companies must review among others, their business models, culture, trust, and approach towards innovations that meet the terms of sustainability. This thesis aims to investigate what needs to be included in a design process that emanates from the methodology of design thinking to ensure that multiple stakeholders are being considered. Furthermore, the thesis also sets out to review what key deliverables need to be validated in order to create sustainable innovations. Insights are drawn from related work, observations and interviews with employees at an innovation and design bureau who are engaged in creating sustainable solutions for organizations that are looking to transform themselves into becoming more sustainable. This thesis identifies gaps in an innovation bureau’s design process that prevent employees to include multiple stakeholders and the perspective of sustainability. A recommendation of a new design process has been developed to enable innovation bureaus to include multiple stakeholders in a structured manner in order to create and validate sustainable innovations. This thesis uses EY Doberman as a Use Case to identify the obstacles and requisites for involving sustainability and other stakeholders than the end-consumer in a design process that is sprung out of the methodology of design thinking.<br>Som ett resultat av den pågående klimatkrisen och det framväxande systemet stakeholder kapitalism måste organisationer ta ansvar för sina företag genom hela sin värdeskapande kedja. För att möta kraven från sina intressenter måste företagen granska bland annat sina affärsmodeller, kultur, förtroende och inställning till innovationer som uppfyller villkoren för hållbarhet. Denna uppsats syftar till att undersöka vad som behöver ingå i en designprocess som härrör från metodiken design thinking för att säkerställa att flera intressenter övervägs. Dessutom avser uppsatsen att granska vilka viktiga leveranser som behöver valideras för att skapa hållbara innovationer. Insikter hämtas från relaterat arbete, observationer och intervjuer med anställda vid en innovations- och designbyrå som arbetar med att skapa hållbara lösningar för organisationer som vill förvandla sig till att bli mer hållbara. Denna uppsats identifierar luckor i en innovationsbyrås designprocess som hindrar anställda att inkludera flera intressenter och hållbarhetsperspektiv. En rekommendation om en ny designprocess har utvecklats för att göra det möjligt för innovationsbyråer att inkludera flera intressenter på ett strukturerat sätt för att skapa och validera hållbara innovationer. Denna uppsats använder EY Doberman som ett användningsfall för att identifiera hinder och förutsättningar för att involvera hållbarhet och andra intressenter än slutkonsumenten i en designprocess som är sprungen ur metoden design thinking.
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O'Brien, Erin A. "An Analysis of Designer Problem-Solving in Addressing Overconsumption of Clothing." Kent State University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=kent1601029403307031.

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Ali, Haider. "An approach to create a virtual network for co-design process>." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-20607.

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With the increasing popularity of information technologies, many companies try to set up a virtual network in order to share their business information. The purpose of creating such a virtual network is to create a new knowledge base on the combination of the existing knowledge. Collaboration is very necessary in such a virtual network as crass-unit collaboration takes place when people from different units work together in cross-unit teams on a common task or provide significant help to each other. Recently, co-design is an emerging technology in the field of informatics. It is considered as the development of system thinking, and it is a collaborative designing process which recruits designers, researchers, stakeholders and others together. The purpose of this collaborative activity is to sole designing problems. Therefore, if we want to increase collaboration in a co-design process, we need to look at a ways of increasing the efficiency of collaboration. The rapid development of accessible, reliable, and user-friendly information technology offers improvements to traditional collaboration, and makes new approaches possible. Many platforms for the exchange of information such as the Internet, email, and video-conferencing are well established aids to collaborative activities. Therefore, my research investigates to create an efficient virtual network for a co-design process. In this research, I will try to investigate that what is the need of a virtual network for co-design process and what are those virtual network soft-wares which can help us in a co-design process. My research discussion is related to the theory of CSCW (Computer Supported cooperative work).<br>Program: Magisterutbildning i informatik
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Ohlsson, Jens. "Exploring Designs for a Process Prioritisation Method." Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-134553.

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Problem/Purpose: Process prioritisation is an ill-structured and complex problem that remains a mystery phase in business process management (BPM) research. More explorative approaches are called upon to tackle process management problems, to facilitate process innovation and to design new processes in dynamic environments. This dissertation aims (i) to design and evaluate a Prioritisation and Categorisation Method (PCM) for addressing process prioritisation problems; and (ii) to explore process innovation by disruptive technologies. Research methods: This research follows the design science research (DSR) paradigm. The design exploration and the engaged scholarship approaches are also adapted. The demonstration and evaluation of the Prioritisation and Categorisation Method have been conducted with case studies in large Swedish companies, i.e. Seco Tools and Ericsson. An empirical study of the impacts of disruptive technologies on process innovation was conducted at a large insurance company in Sweden. Results: This research has led to the design and evaluation of the PCM: a new context-aware, effective and holistic method for BPM. In addition, the lessons learnt from the insurance case deepened the understanding of the challenges that are faced by a company when exploring new capabilities (e.g. processes and IT) for future business. Such lessons also emphasise the necessity of configuring PCM based upon business contingencies and industry factors in process prioritisation. Contributions: This dissertation contributes a novel method to explore BPM in a holistic, yet flexible and effective way. The challenges identified in process innovations improve the configuration capabilities of the PCM through a deeper understanding of the dynamic capabilities within organisations (Capability Layer Model-CLM). This research contributes design knowledge to DSR in the forms of the PCM as an invention, and the three design principles for the PCM: design by holistics, design by commitments and design by explorations. The research is evaluated as good BPM and good design science research.
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Porto, Bruna Francisca Sousa. "Design moldes 2D." Master's thesis, Universidade de Lisboa, Faculdade de Arquitetura, 2019. http://hdl.handle.net/10400.5/19902.

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Dissertação de Mestrado em Design, com a especialização em Design de Moda apresentada na Faculdade de Arquitetura da Universidade de Lisboa para obtenção do grau de Mestre.<br>A investigação centra-se no design de moda destacando o design de moldes 2D, em particular os componentes de moldes, como ferramenta de exploração de ideias/formas. A abordagem alternativa explorada nesta investigação é uma resposta pessoal à questão de investigação que surgiu do facto da designer não se identificar com a abordagem convencional em design de moda, nomeadamente com a exploração de formas tridimensionais através de croquis e a respetiva tradução em design de moldes 2D. Neste sentido, desenvolveu-se um projeto com o objetivo de utilizar o design de moldes 2D como ferramenta de exploração de ideias/formas para o design de peças de vestuário, de forma a potenciar a expressividade da designer. A metodologia usada na investigação é mista, intervencionista e não intervencionista, de base qualitativa. A dissertação inclui a contextualização teórica e o desenvolvimento de um projeto prático. Do projeto resultaram doze explorações de formas, e três artefactos finais que fortaleceram a abordagem pessoal de resolução de problemas da designer. Foi potenciada a capacidade da designer de visualizar a tridimensionalidade do corpo para o qual projeta e também a capacidade de explorar formas mais complexas de tipologias pré-concebidas.<br>ABSTRACT: The research focuses on fashion design highlighting pattern design, in particular the pattern pieces, as an exploration tool for ideas/shapes. The alternative approach explored in this research is a personal answer to the research question that arose from the fact that the designer did not identify with the conventional approach to fashion design, namely the exploration of three-dimensional shapes through sketches and their translation into pattern design. In this sense, a project was developed with the purpose of using pattern design as a tool for exploring ideas/shapes for the design of garments, in order to enhance the expressiveness of the designer. The methodology used in the research is mixed, interventionist and noninterventionist, of qualitative basis. The dissertation includes the theoretical contextualization and the development of a practical project. From the project resulted in twelve explorations of shapes, and three final artifacts that strengthened the designer's personal approach to problem solving. The designer's ability to visualize the threedimensionality of the body to which she designs is enhanced, as well as the ability to explore more complex forms of preconceived typologies.<br>N/A
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43

Barceló, Bartrolí Laura. "The Design Thinking Principles in the Creation Process of User-Centered Value Propositions : An Insight into the Mobile Health Industry." Thesis, KTH, Industriell Marknadsföring och Entreprenörskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-231073.

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The healthcare and life sciences sectors are currently undergoing a transition towards becoming digitized. Mobile health (mHealth), a subset of digital health, offers many potential benefits to healthcare. Despite that, it has been reported that the majority of mHealth initiatives do not evolve beyond the pilot stage. A core reason seems to be the lack of user-centered value propositions in mHealth projects. Here, we evaluate if the use of the principles of design thinking (DT) can endorse the creation process of user-centered value propositions. For that, several scoping meetings with experts on topics of relevance were carried out, which helped define the scope, the methodology, and formulate the research question in the optimal direction. Interviews with the founders of four startups that operate in the mHealth industry constituted the basis of the findings, with the product or service development process as the central aspect. A framework for DT was employed to analyze the cases, which proposes five themes that should be considered throughout the process: User Focus, Problem Framing, Experimentation, Visualization and Diversity. Our research shows that the use of DT principles can help achieve more valuable outcomes (e.g. more user-centered value propositions), be more efficient and collaborate better. Nevertheless, more knowledge about DT is needed among entrepreneurs, as well as a more uniform consideration of the five themes of DT.
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Mozuni, Mehdi, Maren Ohlhoff, and Gerhard Glatzel. "User Research im Zukunftsorientiertem Design-Thinking: Eine Ganzheitliche Methode für das Stakeholder-Management in der Service-Optimierung." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2021. https://tud.qucosa.de/id/qucosa%3A75862.

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User Research ist eine wichtige und in vielen Ansätzen die erste Phase eines iterativen Designprozesses. Aber wie kann eine valide User Research für eine in die weite Zukunft gerichtete Produktgestaltung durchgeführt werden? User Research erfordert die Einbindung zukünftiger NutzerInnen oder potentieller KundInnen. Diese können aber überwiegend keine plausible Auskunft über die eigenen Bedürfnisse der (fernen) Zukunft geben. Auch können sie ausgehend vom individuellen Ist-Zustand nicht zwischen realisierbaren und utopischen Produktkonzepten unterscheiden. In diesem Beitrag diskutieren wir die Herausforderungen von User Research speziell für mittel- und langfristige Zielsetzungen und stellen einen Lösungsansatz vor: Wir empfehlen daher den Designprozess mit einem Szenarioverfahren zu initiieren, welcher eine Trendanalyse und eine Expertenbefragung beinhaltet. Aufbauend auf den Ergebnissen aus der Szenarioarbeit werden die NutzerInnen in einer späteren Phase des Designprozesses zur Evaluierung von Nutzungsszenarien eingebunden. Anhand von zwei aktuellen transdisziplinären Projekten „Elektrifizierung von landwirtschaftlichen Betrieben“ und „Sustainable Energy-Efficient Aviation“, in denen der angenommene Status zukünftiger sozialer, wirtschaftlicher und politischer Trends die Perspektive und das Konsumverhalten fiktiver NutzerInnen kontinuierlich prägen wird, zeigen wir, wie wir Nutzerforschung in strategischen Designprozessen mit hoher Vorhersagegüte einsetzen.
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Hjertström, Albin, and Vilhelm Simoni. "Elscootrar och säkerhet : Produktutvecklingens påverkan av lagar och säkerhetskrav i Sverige." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-279766.

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Sedan etableringen 2017 har en drastisk ökning av elscootrar skett i Sverige och framförallt i Stockholms innerstad. Denna radikala förändring inom färdmedel har skakat om den rådande trafikmiljön. Olyckor och parkeringsproblematik har stått i fokus för medias rapportering kring fenomenet. Syftet med denna rapport är att undersöka hur företagen som utvecklar elscootrar arbetar med säkerhet för användarna och anpassar sin produktutveckling efter svenska lagar och trafikregler. Studien behandlar även hur man på ett säkert sätt kan integrera nya färdmedel i samhället. För att lägga en grund för arbetet har en litteraturstudie genomförts och en teoretisk referensram tagits fram. Informationsinsamlingen har skett genom kvalitativa semistrukturerade intervjuer med tre företag som utvecklar eller hanterar elscootrar, ansvarig för elscootrar på Stockholms Stad samt respondenter från Transportstyrelsen med regeringsuppdraget Att utreda behov av förenklade regler av eldrivna enpersonsfordon. Intervjuerna har transkriberats, kodats, delats upp i teman och analyserats. Idag är de flesta elscootrar som finns i Stockholm klassificerade som cyklar. Detta innebär utöver krav på bland annat broms och ringklocka att maxhastigheten ej får överstiga 20 km/h och motoreffekten max får vara 250 W. Flera aktörer ser en problematik i detta och en gemensam önskan hos alla respondenter är att hitta en klassificering som ger tydlighet för vad som gäller, reder ut oklarheter och främjar utvecklingen av färdmedlet. Resultatet av studien har visat att ett stort fokus ligger på säkerhet i utvecklingsprocessen och en stor del av arbetet med säkerheten sker i utvärderingsfasen. Utvecklingen sker inkrementellt för att ständigt förbättra säkerheten hos elscootrarna och förhindra att olyckor sker. Idag arbetar företag med en mer linjär process men för att hantera framtida utmaningar skulle en mer agil process kunna främja produktutvecklingen. Då att fenomenet med elscootrar fortfarande är nytt så är olycksstatistiken som finns ytterst begränsad. Den som finns pekar dock på att olycksgraden med elscootrar involverade inte är högre än för traditionella cyklar. Studien visar också att det sker en dialog mellan Stockholms Stad och de ledande scooter-företagen i Stockholm för att på ett säkert sätt integrera färdmedlet i stadstrafiken.<br>Since its establishment in 2017, there has been a dramatic increase of e-scooters in Sweden and especially in Stockholm city. This radical change in transport has shaken the current traffic environment. Accidents and parking problems have been the focus of media reporting of the phenomenon. The purpose of this report is to investigate how the companies that develop e-scooters work with safety for the users and adapt their product development to Swedish laws and traffic rules. The study also deals with how to safely integrate new means of transport into society. In order to lay a foundation, a literature study has been conducted and a theoretical frame of reference has been developed. Information was gathered through qualitative semi-structured interviews with three companies that develop e-scooters, responsible for e-scooters in Stockholms Stad and respondents from the Swedish Transport Agency with a government assignment to clarify the situation. The interviews have been transcribed, coded, subdivided into themes and analyzed. Today, most e-scooters in Stockholm are classified as bicycles. This means, in addition to requirements for brake and bell, that the speed must not exceed 20 km/h and the engine power must be no more than 250 W. Several affecting parties consider this classification problematic and a common wish among all interviewed respondents is to find a classification or approach to the e-scooters that gives clarity for which rules that applies, clarifies ambiguities and promotes future development of the e-scooters. The results of the study have shown that a large focus in the development process is on safety and a large part of the work to enhance safety takes place during the evaluation phase. The development is incremental in order to constantly improve the safety for the users of the e-scooters and prevent accidents from happening. Today, companies are working with a relatively linear development process, but in order to handle future challenges, a more agile work process could promote product development. Since the phenomenon of e-scooters is still new, the accident statistics are very limited. However, the statistics that exist point out that the accident rates with e-scooters involved is not higher than for traditional bicycles. The study also shows that there is a dialogue between Stockholms Stad and the leading scooter companies in Stockholm in order to safely integrate the means of transport into city traffic.
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46

Hernandez, Alex. "A Customer Value Assessment Process (CVAP) for Ballistic Missile Defense." DigitalCommons@CalPoly, 2015. https://digitalcommons.calpoly.edu/theses/1473.

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A systematic customer value assessment process (CVAP) was developed to give system engineering teams the capability to qualitatively and quantitatively assess customer values. It also provides processes and techniques used to create and identify alternatives, evaluate alternatives in terms of effectiveness, cost, and risk. The ultimate goal is to provide customers (or decision makers) with objective and traceable procurement recommendations. The creation of CVAP was driven by an industry need to provide ballistic missile defense (BMD) customers with a value proposition of contractors’ BMD systems. The information that outputs from CVAP can be used to guide BMD contractors in formulating a value proposition, which is used to steer customers to procure their BMD system(s) instead of competing system(s). The outputs from CVAP also illuminate areas where systems can be improved to stay relevant with customer values by identifying capability gaps. CVAP incorporates proven approaches and techniques appropriate for military applications. However, CVAP is adaptable and may be applied to business, engineering, and even personal every-day decision problems and opportunities. CVAP is based on the systems decision process (SDP) developed by Gregory S. Parnell and other systems engineering faculty at the Unites States Military Academy (USMA). SDP combines Value-Focused Thinking (VFT) decision analysis philosophy with Multi-Objective Decision Analysis (MODA) quantitative analysis of alternatives. CVAP improves SDP’s qualitative value model by implementing Quality Function Deployment (QFD), solution design implements creative problem solving techniques, and the qualitative value model by adding cost analysis and risk assessment processes practiced by the U.S DoD and industry. CVAP and SDP fundamentally differ from other decision making approaches, like the Analytic Hierarchy Process (AHP) and the Technique for Order of Preference by Similarity to Ideal Solution (TOPSIS), by distinctly separating the value/utility function assessment process with the ranking of alternatives. This explicit value assessment allows for straightforward traceability of the specific factors that influence decisions, which illuminates the tradeoffs involved in making decisions with multiple objectives. CVAP is intended to be a decision support tool with the ultimate purpose of helping decision makers attain the best solution and understanding the differences between the alternatives. CVAP does not include any processes for implementation of the alternative that the customer selects. CVAP is applied to ballistic missile defense (BMD) to give contractors ideas on how to use it. An introduction of BMD, unique BMD challenges, and how CVAP can improve the BMD decision making process is presented. Each phase of CVAP is applied to the BMD decision environment. CVAP is applied to a fictitious BMD example.
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Amatullo, Mariana V. "Design Attitude and Social Innovation: Empirical Studies of the Return on Design." Case Western Reserve University School of Graduate Studies / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=case1429204015.

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48

Silva, Ricardo Henrique da. "Integração de ferramentas do Design Thinking e da metodologia TRIZ na fase conceitual de um processo de desenvolvimento de um novo produto na indústria automotiva." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/3/3149/tde-23052018-101451/.

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O que se desejou investigar é se a metodologia do Design Thinking (DT) e da Teoria de Resolução de Problemas Inventivos (TRIZ) podem ser utilizadas em conjunto de maneira sinérgica na fase conceitual de um processo de desenvolvimento de produto (PDP) automotivo do tipo APQP (Advanced Product Quality Planning) com a finalidade de alavancar a criatividade na geração de ideias e, ao mesmo tempo, selecionar o melhor conceito para levar às demais fases do PDP. A presente pesquisa busca entender dentro da literatura os pontos fortes e limitações de cada uma das metodologias e, ao mesmo tempo, propõe uma forma de combiná-las à metodologia APQP. O processo proposto é então testado dentro de um projeto de redução de massa de guarnição de carroceria na região da porta de um veículo automotivo de passeio. Como ficará demonstrado, o PDP automotivo do tipo APQP, utilizando a melhoria proposta, se mostra mais eficaz ao alavancar a criatividade ao mesmo tempo que consolida uma fase de conceito dentro do APQP automotivo tradicional. Através desta pesquisa, concluiu-se que ambas as metodologias são sinérgicas e que, portanto, podem trazer melhorias para o atual processo APQP, alavancando a qualidade e assertividade da geração de ideias, bem como apoiando a seleção do melhor conceito a ser levado para as próximas fases.<br>This research aimed to verify whether the methodology of Design Thinking (DT) and the Theory of Inventive Problem Solving (TRIZ) could be used together synergistically in the conceptual phase of a new product development project (NPD) in the automotive industry through the also know APQP (Advanced Product Quality Planning) process. The main purpose was to leverage the creativity by generating ideas that are more qualified and, at the same time, select the best product concepts to be taken to the next phases of the NPD. This research seeks to understand within the literature the strengths and limitations of each of the methodologies and, at the same time, a proposal is made on how to integrate them into the APQP methodology. The proposed process is then tested in a project of mass reduction of the door body seal of an automotive vehicle. As shall be demonstrated, the automotive NPD, by using the improvement proposal, will become more effective by leveraging the creativity while consolidates a conceptual stage within the APQP. Through this research, it is concluded that both methodologies are synergistic and, therefore, can bring improvements for the current APQP process by leveraging the quality and assertiveness of the generation of ideas, as well as supporting to select the best concept to be taken to the next phases.
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Jiménez, Ibáñez José Emilio. "Análisis y desarrollo de un modelo de tutorización integral basado en el design thinking orientado a la innovación estratégica en empresas colombianas." Doctoral thesis, Universitat Politècnica de València, 2017. http://hdl.handle.net/10251/90557.

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The scenario in which this doctoral thesis is developed is Colombia, a country with almost 50 million inhabitants, considered the third country with better environment for business in Latin America. Colombia has an environment con-ducive to business development, but with a low investment in R&D (Research, Development and Innovation). The investment currently has 0.2% of the GDP, and the typology of companies that make up the Colombian business network are in 99,5% of cases Micro, Small and Medium Enterprises (MSME's). This is a challenge for the nation that should consist in increasing the competitiveness of companies to improve economic growth in a new peace scenario. To achieve sustainable development in Colombia, it is necessary for companies to establish innovation strategies that allow them to grow not only in the gener-ation of new products and services, but also in the optimization of processes. The development of competencies in the area of human resources oriented to inno-vation and the proposal of new business models should be the axis that motivate the local economies and in this way that they support the social transformation of the regions of the country. Taking into account this scenario, the challenge of Colombian MSME's is the im-plementation of Design management processes that allow them to become inno-vative companies. In this sense, the ability of Design Thinking as a facilitating tool in the development and implementation of innovation in different compa-nies around the world has been demonstrated. This has been possible thanks to the variety of design-based models that have been created in order to support the development of innovation at all levels. In this thesis, it was evidenced that the innovation processes that employ meth-odologies close to the design not only use the Design Thinking, but that the de-sign process and the traditional design also play an important role in the imple-mentation of the innovation in the companies. There are a large number of methodologies and models based on design process-es that can be understood from Design Thinking, an expression first used by the Hasso Plattner Institute of Design at Stanford University that defines a systemic and integral process based on practices and Methods of design, where creativity is fundamental and innovation is the goal. Its method is based on a deep knowledge of the user, the integration of multidisciplinary profiles, and the solu-tion of the challenges and in the pilot trials of these solutions through proto-types that the same end users test before being produced. After analyzing the following six different models: 1) the Third Hybrid Space, 2) Innovation as a Learning Process, 3) Open Book for Social Innovation, 4) 101 Design Methods, 5) Human-Centered Design, and 6) The Double Diamond, the most suitable was two of them, The Double Diamond and the Open Book for So-cial Innovation, because they work the innovation from the three dimensions of the company: Strategic, Tactical and Operative and each of both from the factors: Innovation, Users, Market and Technology, a qualitative and quantitative analy-sis. At the same time, the set of design methods and methodologies that under the name of Design Practices for Business (PND - Prácticas de Diseño para los Negocios in Spanish) was used as the basis for defining the tools that would be used later in the new model to be created. The Double Hexagon is formulated as a model that, applying the PDN, allows a MSME's to implement innovation as a strategic factor that not only creates an innovation, but also implies that the company becomes an innovative company.<br>El escenario en el que se desarrolla esta tesis doctoral es Colombia, un país con casi 50 millones de habitantes, considerado el tercer país con mejor ambiente para los negocios en Latinoamérica lo que supone un entorno propicio para el desarrollo empresarial, pero con una baja inversión en I+D+i (Investigación, Desarrollo e Innovación). La inversión presenta en la actualidad un 0,2% del PIB sumado a la tipología de empresas que conforman el tejido empresarial colom-biano con un 99,5% de Micro, Pequeñas y Medianas Empresas (MIPYME). Ello presenta un reto como nación que debería consistir en un aumento de la compe-titividad de las empresas para mejorar el crecimiento económico en un nuevo escenario de paz. Para lograr un desarrollo sostenible en Colombia, es necesario que las empresas establezcan estrategias de innovación que les permita crecer no sólo en la gene-ración de nuevos productos y servicios, sino también en la optimización de los procesos. El desarrollo de competencias en el área de recursos humanos orienta-do a la innovación y la propuesta de nuevos modelos de negocio deben ser los ejes que motiven las economías locales y de esta manera que apoyen la trans-formación social de las regiones del país. Teniendo en cuenta este panorama, el reto de las MIPYPE colombianas es la im-plementación de procesos de gestión de Diseño que les permita transformarse en empresas innovadoras. En este sentido, se ha demostrado la capacidad que tiene el Design Thinking como herramienta de facilitación en el desarrollo e implemen-tación de la innovación en diferentes empresas alrededor del mundo. Esto ha sido posible gracias a la variedad de modelos basados en diseño que se han creado con el fin de apoyar el desarrollo de la innovación a todos los niveles. En esta tesis doctoral se evidenció que los procesos de innovación que emplean metodologías cercanas al diseño no sólo usan el Design Thinking, sino que el pro-ceso de diseño y el diseño tradicional también juegan un papel importante en la implementación de la innovación en las empresas. Existen un gran número de metodologías y modelos basados en procesos de diseño que pueden ser entendidos desde el Design Thinking, una expresión acuña-da por el Hasso Plattner Institute of Design en la Universidad de Stanford que define un proceso sistémico e integral basado en prácticas y métodos de diseño, donde la creatividad es fundamental y la innovación es el objetivo. Su método se basa en un profundo conocimiento del usuario, la integración de perfiles multidisci-plinarios, en la solución de los retos y en el pilotaje de estas soluciones a través de prototipos que prueban los mismos usuarios finales antes de ser producidos. Después de analizar seis modelos diferentes: 1) el Tercer Espacio Híbrido, 2) la Innovación como Proceso de Aprendizaje, 3) el Libro Abierto para la Innovación Social, 4) los 101 Métodos de Diseño, 5) el Human-Centered Design y 6) el Double Diamond desde las tres dimensiones de la empresa: Estratégica, Táctica y Operati-va y cada uno de estas desde los factores: Innovación, Usuarios, Mercado y Tec-nología, se realizó un análisis cualitativo y cuantitativo que facilitó la selección final de dos de ellos como los más idóneos. Paralelamente se definió de manera global el conjunto de métodos y metodolo-gías de diseño que bajo el nombre Prácticas de Diseño para los Negocios (PND) sirviera de base para definir las herramientas que serían utilizadas posteriormen-te en el nuevo modelo a crear. El Doble hexágono se formula como un modelo que aplicando las PDN, permite que una MIPYME implemente la innovación como un factor estratégico, es decir, que no solo haga innovación, sino que sea una empresa innovadora.<br>L'escenari en el qual es desenvolupa aquesta tesi doctoral és Colòmbia, un país amb quasi 50 milions d'habitants, considerat el tercer país amb millor ambient per als negocis a Llatinoamèrica el que suposa un entorn propici per al desenvolupament empresarial, però amb una baixa inversió en R+D+i (Recerca, Desenvolupament i Innovació). La inversió presenta en l'actualitat un 0,2% del PIB sumat a la tipologia d'empreses que conformen el teixit empresarial colombià amb un 99,5% de Micro, Xicotetes i Mitges Empreses (MIPIME). Açò presenta un repte com a nació que hauria de consistir en un augment de la competitivitat de les empreses per a millorar el creixement econòmic en un nou escenari de pau. Per a aconseguir un desenvolupament sostenible a Colòmbia, és necessari que les empreses establisquen estratègies d'innovació que els permeta créixer no solament en la generació de nous productes i serveis, sinó també en l'optimització dels processos. El desenvolupament de competències en l'àrea de recursos humans orientat a la innovació i la proposta de nous models de negoci han de ser els eixos que motiven les economies locals i d'aquesta manera que recolzen la transformació social de les regions del país. Tenint en compte aquest panorama, el repte de les MIPIME colombianes és la implementació de processos de gestió de Disseny que els permeta transformar-se en empreses innovadores. En aquest sentit, s'ha demostrat la capacitat que té el Design Thinking com a eina de facilitació en el desenvolupament i implementació de la innovació en diferents empreses al voltant del món. Açò ha sigut possible gràcies a la varietat de models basats en disseny que s'han creat amb la finalitat de recolzar el desenvolupament de la innovació a tots els nivells. En aquesta tesi doctoral es va evidenciar que els processos d'innovació que empren metodologies properes al disseny no solament usen el Design Thinking, sinó que el procés de disseny i el disseny tradicional també juguen un paper important en la implementació de la innovació en les empreses. Existeixen un gran nombre de metodologies i models basats en processos de disseny que poden ser entesos des del Design Thinking, una expressió encunyada pel Hasso Plattner Institute of Design en la Universitat de Stanford que defineix un procés sistemic i integral basat en pràctiques i mètodes de disseny, on la creativitat és fonamental i la innovació és l'objectiu. El seu mètode es basa en un profund coneixement de l'usuari, la integració de perfils multidisciplinaris, en la solució dels reptes i en el pilotatge d'aquestes solucions a través de prototips que proven els mateixos usuaris finals abans de ser produïts. Després d'analitzar sis models diferents: 1) el Tercer Espai Híbrid, 2) la Innovació com a Procés d'Aprenentatge, 3) el Llibre Obert per a la Innovació Social, 4) els 101 Mètodes de Disseny, 5) el Human-Centered Design i 6) el Double Diamond des de les tres dimensions de l'empresa: Estratègica, Tàctica i Operativa i cadascun d'aquestes des dels factors: Innovació, Usuaris, Mercat i Tecnologia, es va realitzar una anàlisi qualitativa i quantitatiu que va facilitar la selecció final de dues d'ells com els més idonis. Paral·lelament es va definir de manera global el conjunt de mètodes i metodologies de disseny que sota el nom Pràctiques de Disseny per als Negocis (PND) servira de base per a definir les eines que serien utilitzades posteriorment en el nou model a crear. El Doble hexàgon es formula com un model que aplicant les PDN, permet que una MIPIME implemente la innovació com un factor estratègic, és a dir, que no solament faça innovació, sinó que siga una empresa innovadora. En el segon hexàgon que correspon a l'Apoderament Col·laboratiu es genera de nou una transferència de coneixement i/o de tecnologia que li permet a la MIPIME continuar amb la seua innovació de manera autònoma.<br>Jiménez Ibáñez, JE. (2017). Análisis y desarrollo de un modelo de tutorización integral basado en el design thinking orientado a la innovación estratégica en empresas colombianas [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/90557<br>TESIS
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De, la Harpe Hanri Elisabet. "Cognitive and behavioural strategies for fostering creativity in graphic design education / Hanri Elisabet de la Harpe." Thesis, North-West University, 2006. http://hdl.handle.net/10394/817.

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This study developed a Methodology for the systematic and strategic fostering of creativity in graphic design education at university level. The thesis identified four social-psychological factors that have an effect on graphic design students' creative ability, namely their level of intrinsic motivation for creative activities; their ability to maintain autonomous, self-regulative behaviour that is conducive to creativity; a healthy self-belief in their creative ability and the minimization of negative stress in the educational milieu where creative tasks are undertaken. Each of these factors imply a range of strategies that may be used to maintain and stimulate creativity in graphic design education, such as the use of certain types of feedback, evaluation procedures that supports creativity, the creation of a safe, democratic, non-controlling classroom climate or the deliberate use of music and humoristic activities in the educational milieu. Additionally, a range of cognitive strategies that may be used for idea generation in graphic design are proposed. They include divergent thinking techniques, such as 'Random Association'; 'Morphological Synthesis'; 'Metaphors and Analogies'; 'Mind-mapping'; 'Idea Checklist'; 'Visual Thinking' and 'Sense Connections'. Each technique is described in terms of its unique methodology, advantages, creative potential and its applicability to graphic design. The study also proposes a tactical approach to the creative process, suggesting various cognitive strategies that may be used for each phase of the creative process. These strategies ensure that the whole spectrum of cognitive activities required for the successful production of a creative product is executed. The sum of these cognitive and social-psychological strategies provided the basis for the development -of two theoretical constructs that may be implemented as part of an undergraduate graphic design curriculum to cultivate creativity in students. They are: (1) a Learning Program in Creativity studies that consists of a number of study units and aims to provide tuition in the theoretical foundation that students need to enhance their creative ability (2) a range of General Guidelines that aim to provide educators with a range of didactic strategies and practices to support and stimulate creative ability in graphic design students.<br>Thesis (Ph.D. (History of Arts))--North-West University, Potchefstroom Campus, 2006.
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