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Design and Innovation: Lessons from Learning Lab Helsinki Ilpo Koskinen, Prof., Ph.D. (sociology) University of Art and Design Helsinki, Hämeentie 135.

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Presentation on theme: "Design and Innovation: Lessons from Learning Lab Helsinki Ilpo Koskinen, Prof., Ph.D. (sociology) University of Art and Design Helsinki, Hämeentie 135."— Presentation transcript:

1 Design and Innovation: Lessons from Learning Lab Helsinki Ilpo Koskinen, Prof., Ph.D. (sociology) University of Art and Design Helsinki, Hämeentie 135 C, 00560 Helsinki www.taik.fi/~ikoskine

2 I Background

3 Some explanations of innovations sources: technology, policy decisions, organizations, teams supply-led, user-led, or networks?

4 ...professional alternative: professional practices as innovation basics attitudes & ways to think (knowledge), tools, processes, methods of representation these are largely “tacit” and “embedded” (in Nonaka’s, not Polanyi’s sense) things

5 though not particularly important economically, design is one such professional practice by looking at it, we may see how it functions as a catalyst in innovation

6 I’ll give an example from my own “learning lab”...explicate it a bit...and then think about some of its implications

7 II Example: IP08

8

9 Description The aim of this research-oriented module teaches how one can study design ideas through building interactive prototypes. Interactive prototyping has become one of the main tools in design research over the last few years. An ability to work in the interface of electronics and user-centered design provides designers an ability to construct and test interactive product ideas in an environment which takes theory as its starting point.

10 “co-experience” as a dependent variable user experience pragmatism (Dewey) symbolic interactionism structural interactionism

11 field research methodology integrated with an improvised lab built into a workshop with min two field research components

12

13

14 Block 1: lectures, user study Block 2: concept creation Block 3: proto- sketching Block 4: proto- typing Block 5: user tests Block 6: rep- orting MAYMAY MARCHMARCH

15 Block 1: lectures, user study

16 Block 2: concept creation

17 Block 3: proto- sketching

18 Block 4: proto- typing

19 Block 5: user tests

20 Block 6: rep- orting

21 early sketchesuser studiesform studies first tech2nd tech final design

22 III Analysis

23 methodic process knowledge: concept from research tools: user research > analysis > “use cases” > concepts > quick prototypes w/ rough techniques > iteration; protos and testing

24 skills at work: PD processes; rudimentary reseach traditions; electronics; sophisticated CAD/CAM skills; drawing and plastic arts; to name a few

25 implications to knowledge still open, but will show up in Fall-Winter 08 conference papers about how to turn co-experience into a starting point for design - or a dependent variable in traditional scientific language

26 attitude rethinking, tring out, experimenting, consciously avoiding simplifications (even though the end result [should] look almost obvious)

27

28 IV Discussion

29 rephrasing innovation by focusing on professional practice innovation is complex networked practice empirical studies needed - to make tacit explicit

30 designers have methods, processes, material skills organied to support creative practice theory, concepts, research practices, material practices, machinery, artistic practices and processes...this practice has a good capacity to integrate new knowledge & technology

31 IP08 is an illustration, nothing more IP08 is a fairly typical design class; the only specialty is its explicit research frame similar processes are typical to industry

32 given that design is a useful catalyst......with few exceptions, ID is severely underused in industry - not to mention other fields of design

33 how to bring more design into Nordic industries? innovation policies by the likes of Tekes and Vinnova, why not also academic funders

34 Thanks


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