Design and Innovation: Lessons from Learning Lab Helsinki Ilpo Koskinen, Prof., Ph.D. (sociology)...
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Transcript of Design and Innovation: Lessons from Learning Lab Helsinki Ilpo Koskinen, Prof., Ph.D. (sociology)...
Design and Innovation: Lessons from Learning
Lab Helsinki
Ilpo Koskinen, Prof., Ph.D. (sociology)University of Art and Design Helsinki, Hämeentie 135 C, 00560
Helsinkiwww.taik.fi/~ikoskine
IBackground
•Some explanations of innovations
•sources: technology, policy decisions, organizations, teams
•supply-led, user-led, or networks?
•...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
•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
•I’ll give an example from my own “learning lab”
•...explicate it a bit
•...and then think about some of its implications
IIExample: IP08
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.
“co-experience” as a dependent variable
user experience
pragmatism (Dewey)
symbolic interactionism
structural interactionism
field research methodology
integrated with an improvised lab built into a workshop
with min two field research components
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
MAY
MARCH
Block 1: lectures,
user study
Block 2: concept creation
Block 3: proto-
sketching
Block 4: proto-typing
QuickTime™ and aH.264 decompressor
are needed to see this picture.
Block 5: user tests
Block 6: rep-
orting
QuickTime™ and a decompressor
are needed to see this picture.
early sketchesuser studies form studies
first tech 2nd tech final design
IIIAnalysis
•methodic process
•knowledge: concept from research
•tools: user research > analysis > “use cases” > concepts > quick prototypes w/ rough techniques > iteration; protos and testing
•skills at work:
•PD processes; rudimentary reseach traditions; electronics; sophisticated CAD/CAM skills; drawing and plastic arts; to name a few
•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
•attitude
•rethinking, tring out, experimenting, consciously avoiding simplifications (even though the end result [should] look almost obvious)
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are needed to see this picture.
IVDiscussion
•rephrasing innovation by focusing on professional practice
•innovation is complex networked practice
•empirical studies needed - to make tacit explicit
•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
•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
•given that design is a useful catalyst...
•...with few exceptions, ID is severely underused in industry - not to mention other fields of design
•how to bring more design into Nordic industries?
•innovation policies by the likes of Tekes and Vinnova, why not also academic funders
Thanks