Design thinking : understand -- improve -- apply
著者
書誌事項
Design thinking : understand -- improve -- apply
(Understanding innovation)
Springer, c2011
- : pbk
大学図書館所蔵 全7件
  青森
  岩手
  宮城
  秋田
  山形
  福島
  茨城
  栃木
  群馬
  埼玉
  千葉
  東京
  神奈川
  新潟
  富山
  石川
  福井
  山梨
  長野
  岐阜
  静岡
  愛知
  三重
  滋賀
  京都
  大阪
  兵庫
  奈良
  和歌山
  鳥取
  島根
  岡山
  広島
  山口
  徳島
  香川
  愛媛
  高知
  福岡
  佐賀
  長崎
  熊本
  大分
  宮崎
  鹿児島
  沖縄
  韓国
  中国
  タイ
  イギリス
  ドイツ
  スイス
  フランス
  ベルギー
  オランダ
  スウェーデン
  ノルウェー
  アメリカ
注記
Includes bibliographical references
Paperback: 24 cm
内容説明・目次
内容説明
"Everybody loves an innovation, an idea that sells." But how do we arrive at such ideas that sell? And is it possible to learn how to become an innovator? Over the years Design Thinking - a program originally developed in the engineering department of Stanford University and offered by the two D-schools at the Hasso Plattner Institutes in Stanford and in Potsdam - has proved to be really successful in educating innovators. It blends an end-user focus with multidisciplinary collaboration and iterative improvement to produce innovative products, systems, and services. Design Thinking creates a vibrant interactive environment that promotes learning through rapid conceptual prototyping. In 2008, the HPI-Stanford Design Thinking Research Program was initiated, a venture that encourages multidisciplinary teams to investigate various phenomena of innovation in its technical, business, and human aspects. The researchers are guided by two general questions: 1. What are people really thinking and doing when they are engaged in creative design innovation? How can new frameworks, tools, systems, and methods augment, capture, and reuse successful practices? 2. What is the impact on technology, business, and human performance when design thinking is practiced? How do the tools, systems, and methods really work to get the innovation you want when you want it? How do they fail? In this book, the researchers take a system's view that begins with a demand for deep, evidence-based understanding of design thinking phenomena. They continue with an exploration of tools which can help improve the adaptive expertise needed for design thinking. The final part of the book concerns design thinking in information technology and its relevance for business process modeling and agile software development, i.e. real world creation and deployment of products, services, and enterprise systems.
目次
Introductory Chapter: Thinking Research. - Part 1: Design Thinking in Various Contexts. - Design Thinking - A Fruitful Concept for IT Development?. - A Unified Innovation Process Model for Engineering Designers and Managers. - Product Differentiation by Aesthetic and Creative Design - A Psychological and Neural Framework of Design Thinking . - Part 2: Understanding Design Thinking. - Re-Representation: Affordances of Shared Models in Team-Based Design. - The Co-evolution of Theory and Practice in Design Thinking - or: "Mind the oddness trap!" . - Innovation and Culture: Exploring the Work of Designers across the Globe. - The Efficacy of Prototyping Under Time Constraints . - Part 3: Tools for Design Thinking. - An Instrument for Real-Time Design Interaction Capture and Analysis. - Tele-Board: Enabling Efficient Collaboration In Digital Design Spaces across Time and Distance . - Physicality in Distributed Design Collaboration . - Part 4: Design Thinking in Information Technology. - Bringing Design Thinking to Business Process Modeling. - Agile Software Development in Virtual Collaboration Environments. - Towards Next Generation Design Thinking: Scenario-Based Prototyping for Designing Complex Software Systems with Multiple Users . - List of Contributors
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