scholarly journals Computational Simulation as an Organizational Prototyping Tool

Author(s):  
Clio Dosi ◽  
Manuel Iori ◽  
Arthur Kramer ◽  
Matteo Vignoli

AbstractThis case study deals with a redesign effort to face the overcrowding issue in an Emergency Department (ED). A multidiscinary group of healthcare professionals and engineers worked together to improve the actual processes. We integrate the simulation modeling in a human-centered design method. We use the simulation technique as a learning and experimentation tool into a design thinking process: the computational descrete event simulation helps explore the possibile scenarios to be prototyped. We used the simulation to create a virtual prototyping environment, to help the group start a safe ideation and prototyping effort. Virtual prototyping injected into the organizational context the possibility of experimenting. It represented a cognitive low-risk environment where professionals could explore possible alternative solutions. Upon those solutions, we developed organizational prototyping tools. Top management and head physicians gained confidence for a more grounded decision making effort and important choices of change management and investments have been made.

建築學報 ◽  
2021 ◽  
Vol 116 (116-1) ◽  
pp. 055-061
Author(s):  
江梓瑋 江梓瑋

<p>傳統的建築設計課程皆以每學期幾次不同題型的設定,期望在設計操作的反復練習中,幫助操作者探索合適的操作方法並從中建立設計邏輯。設計題目的設定規範了操作的方向與期望的成果,但因設計發展並沒有既定的步驟與方法,常因個人經驗與所選擇設計方式的不同,導致過於感性的思維模式,也造就了理性建築設計教學的挑戰。此研究針對題目設定與設計邏輯的關係,試圖避開操作者可預期的結果,並藉過程中不同階段性的操作設定,試圖建立一種設計邏輯發展的依據。</p> <p>&nbsp;</p><p>Traditionally, architecture design studio requires few exercises per semester for students to practice design method and develop design thinking. As design exercises often direct design approach and also establish expectation of outcome, there is no guaranty procedure or design method to follow in order to achieve the best outcome. Since design development heavily based on experience of operation and choice of approach, sensible thinking process is often involved and sets challenge for rational architectural pedagogy. This research aims to exam the design thinking process of students by setting up specific design exercise to avoid predictable operation process, in order to direct specific design approach according to established guidance for further development. </p> <p>&nbsp;</p>


Author(s):  
Caitríona Ní Shé ◽  
Orna Farrell ◽  
James Brunton ◽  
Eamon Costello

Online education is becoming the norm in higher education. Effective instructional design methods are required to ensure that “ever-connected” students’ needs are being met. One potential method is design thinking: an agile methodology that stresses the importance of empathy with the student. The #OpenTeach fully online course was designed using design thinking principles and delivered in Spring 2020. This article reports on a case study which focused on the use of design thinking to design and develop the #OpenTeach course. The five iterative stages of design thinking (empathy, define, ideate, prototype and test) were integrated into the design and development of the course materials. The findings of this study indicate that the use of the design thinking process may be used by instructional designers to achieve empathy with their learners, which will ensure learners successfully engage and achieve the learning objectives of the course. Implications for practice or policy: A rich case study of the successful integration of design thinking within the instructional design methodology of an online teacher education project is valuable to educationalists who wish to follow a user-cntred empathetic approach. Instructional designers should focus on empathising with their student cohort to successfully engage students in the content that has been designed, and developed, as part of an online course.


Author(s):  
Julia KRAMER ◽  
Julia KONG ◽  
Brooke STATON ◽  
Pierce GORDON

In this case study, we present a project of Reflex Design Collective, an experimental social equity design consultancy based in Oakland, California. Since founding Reflex Design Collective four years ago, we have reimagined the role of “designers” to transform relationships structured by oppression. To illustrate this reimagination, we present a case study of our work as ecosystem-shifters. In 2017, we facilitated a co-design innovation summit where unhoused Oakland residents led collaborative efforts to alleviate the burdens of homelessness, with city staff and housed residents serving as allies instead of experts. Our approach to design facilitation differs from a typical design thinking process by pairing our clients with those on the front-lines of social inequity in a collaborative design process. Specifically, we elevate the importance of democratized design teams, contextualized design challenges, and ongoing reflection in a design process. We highlight successes of our design facilitation approach in the Oakland homelessness summit, including outcomes and areas for improvement. We then draw higher-level key learnings from our work that are translatable to designers and managers at large. We believe our approach to equity design will provide managers and designers an alternative mindset aimed to amplify the voices of marginalized groups and stakeholders.


Humaniora ◽  
2021 ◽  
Vol 12 (2) ◽  
Author(s):  
Ahmad Faisal Choiril Anam Fathoni ◽  
Patricia Renata ◽  
Dermawan Syamsuddin ◽  
Satrya Mahardhika

This research aimed to document the journey of character development in ‘Menjelajah Negeri Rempah’ comic with physiognomy studies. Indonesia was known as a maritime country that had emerged as one of the largest producers of spices in the last centuries. Unfortunately, younger generations of Indonesia lacked the knowledge of spices. This was one of the reasons why young Indonesians were less concerned with the existence of spices. Several things had been done by the government to socialize the glory of spices in the past so that spices would return to their glory in the future. The researchers who were involved in the teaching and learning process in the Visual Communication Design department wished to take part in this effort through comics to help the government spread knowledge to the younger generation through visual languages they liked without appearing patronizing. In creating this comic, one of the priorities was in the development of characters, which needed to be designed in such a way so that the characters were more easily recognized, and the stories came alive. To strengthen the character, it applied physiognomy in the development of the character designs contained in the comic. It used the design thinking process as a continuously applied design method in this character creation development. It consisted of define, research, ideation, prototype, select, implementation, and learn. This research results are in the form of the comic ‘Menjelajah Negeri Rempah’, which aims to introduce Spice Route as this country’s potential instead of the more famous Silk Road. The result of this research still requires additional data, considering that in the process of making comics, apart from building a relatable character, a strong story is also needed.


Author(s):  
Karen J. Haley ◽  
Randi P. Harris ◽  
Lynell R. Spencer

Design thinking strategies are used to engage stakeholders to define a problem, inspire creativity in solution designs, prototype, iterate together, and implement solutions that reflect the community for which they were designed. Increasingly, these strategies are being used within student success and innovation work in higher education. The primary purpose of this chapter is to explore the importance of the “prototype” phase of the design thinking process when applied to designing co-curricular experiences through a case study of an institution that utilized design thinking and service improvement frameworks to design an academic and career advising system to best serve students.


Author(s):  
Michelle Wiebe ◽  
Sheilagh Seaton

Abstract: The creative process has long been interwoven with art education practice. Design thinking has numerous parallels to the creative process and may be viewed as an appropriate method to encourage creative thinking in both art and design students. This observational case study reflects on two disparate challenges in which 47 students tackled aesthetic and community provocations by applying the design thinking process. Reflective consideration of the results of each ‘project’ provides insight into the application and value of a proposed Design Thinking framework in art and design education. Keywords: Creativity; Design thinking; Innovation; Community. Résumé : Il existe depuis toujours une sorte d’interaction entre le processus créatif et la pratique de l’enseignement des arts. Il y a de nombreux parallèles entre le processus créatif et la réflexion conceptuelle, cette dernière pouvant être perçue comme une méthode appropriée pour encourager la pensée créatrice chez les étudiant.e.s, aussi bien en art qu’en design. Cette étude de cas par observation s’articule autour de deux défis distincts dans le cadre desquels 47 étudiant.e.s ont dû gérer des impératifs esthétiques et communautaires en recourant à un processus de réflexion conceptuelle. L’analyse réflexive des résultats de chacun des « projets » offre un aperçu de la mise en œuvre et de la valeur d’un cadre potentiel de réflexion conceptuelle au regard des études artistiques et de design. Mots-clés : créativité, réflexion conceptuelle, innovation, communauté.


2020 ◽  
pp. 155545892097546
Author(s):  
Jia “Grace” Liang ◽  
Tamra Mitchell ◽  
Jay Scott

Sixty-six school districts and more than 150 schools in the state of Kansas are participating in the Kansans Can Redesign Project. In this article, we present a case study of using Design Thinking as a systemic process to structure continuous school improvement. The collage of real-life scenarios presented in our case shows the integration of Design Thinking and the Four Disciplines of Execution and highlights the nuances and delicacies involved in the process as the major change agents work together and engage theory-to-practice applications of design thinking for change. Also illustrated in the case are the struggles and successes experienced by schools as they venture into the unfamiliar terrains of the design thinking process and enact on the integrated principles to school redesign.


IFLA Journal ◽  
2019 ◽  
Vol 45 (3) ◽  
pp. 246-253 ◽  
Author(s):  
Bethany McGowan

Librarians can utilize design-thinking practices to develop instructional materials, in the development of new products and services, and in prototyping novel solutions to problems. This paper will explore the role of design thinking in teaching and learning via the use of the Blended Librarians Adapted Addie Model (BLAAM), and will illustrate how well-designed learning approaches can be used to create inclusive learning environments. It will present a case study showcasing how an academic health sciences librarian utilized a design-thinking process to create a health data literacy instruction service that encourages diverse participation in healthcare hackathons.


2021 ◽  
Vol 6 (1) ◽  
pp. 37
Author(s):  
Yuanita Ratna Indudewi

<p><em>Entrepreneurial Venture Creation is one of signature curricula in International Business Management Universitas Ciputra Surabaya. It is part of 7 semesters Entrepreneurship Education Journey to equip students with entrepreneurial skill by doing real business project.  It is a set skill that helps students to face volatile, uncertain, complex and ambiguous (VUCA) future. Especially during COVID-19, it’s one of a real case study of VUCA. During Entrepreneurial Venture Creation (EVC), students guided through design thinking phase starting from empathize, defining problem, ideation and prototyping, market testing, finally they evaluate and conclude their venture development. Half of the design thinking process of EVC was done remotely in an online classroom platform due to COVID-19. The purpose of this research is to evaluate whether Entrepreneurship Education intervention in form of Entrepreneurial Venture Creation curricula can increase their perceived knowledge, perceived entrepreneurial mindset, and perceived venture creation skill. This study also want get a closer understanding how team behavior can interfere their venture continuation. There are 533 of second semester students who were participated in the survey. Total population sampling was used in the process. The result of simple statistic descriptive showed they have positively increased their perceived entrepreneurial knowledge, perceived entrepreneurial mindset and perceived venture creation skill, whether they have a good team behavior or not. The statistic showed that there are 9.19% teams that didn’t have good behavior and decided to discontinue their venture, yet still have high perceived entrepreneurial knowledge, perceived entrepreneurial mindset, and perceived venture creation skill.</em></p>


2018 ◽  
Vol 1 (2) ◽  
pp. 1-17
Author(s):  
Tedi Budiman

One example of the growing information technology today is mobile learning, mobile learning which refers to mobile technology as a learning medium. Mobile learning is learning that is unique for each student to access learning materials anywhere, anytime. Mobile learning is suitable as a model of learning for the students to make it easier to get an understanding of a given subject, such as math is pretty complicated and always using formulas.The design method that I use is the case study method, namely, learning, searching and collecting data related to the study. While the development of engineering design software application programs that will be used by the author is the method of Rapid Application Development (RAD), which consists of 4 stages: Requirements Planning Phase, User Design Phase, Construction Phase and Phase Cotuver.


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