Design Thinking Research: Achieving Real Innovation

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Extensive research conducted by the Hasso Plattner Design Thinking Research Program at Stanford University in Palo Alto, California, USA, and the Hasso Plattner Institute in Potsdam, Germany, has yielded valuable insights on why and how design thinking works. The participating researchers have identified metrics, developed models, and conducted studies, which are featured in this book, and in the previous volumes of this series.

This volume provides readers with tools to bridge the gap between research and practice in design thinking with varied real world examples. Several different approaches to design thinking are presented in this volume. Acquired frameworks are leveraged to understand design thinking team dynamics. The contributing authors lead the reader through new approaches and application fields and show that design thinking can tap the potential of digital technologies in a human-centered way. It also presents new ideas in neurodesign from Stanford University and the Hasso Plattner Institute in Potsdam, inviting the reader to consider newly developed methods and how these insights can be applied to different domains.

Design thinking can be learned. It has a methodology that can be observed across multiple settings and accordingly, the reader can adopt new frameworks to modify and update existing practice. The research outcomes compiled in this book are intended to inform and provide inspiration for all those seeking to drive innovation – be they experienced design thinkers or newcomers.

Author(s): Christoph Meinel, Larry Leifer
Series: Understanding Innovation
Publisher: Springer
Year: 2022

Language: English
Pages: 348
City: Cham

Foreword
Introduction: ``The Impact of REAL Prototyping and Thinking´´
Road Map Through This Book
Part 1: Value Creation in Virtual Innovation Spaces
Part 2: Fostering Innovation Behavior and Co-evolution
Part 3: Problematizing Design Thinking as a Concept
Outlook
Acknowledgments
Contents
Contributors
A Humanistic and Creative Philosophy of Design
1 Introduction
2 Humanistic and Creative Qualities in Design
2.1 Thinking Modes
2.2 Attitudes and Human Values
2.3 Attributes
2.4 Abilities
2.5 Blocks
2.6 Activities and Practices
2.7 Techniques
2.8 Environment
3 Cultivating the Philosophy of Design
References
Part I: Value Creation in Virtual Innovation Spaces
Interpersonal Trust Activity to Increase Team Creativity Outcome: An fNIRS Hyperscanning Approach
1 Introduction
2 Multidimensional Basis of Design Thinking Team Interaction
2.1 Functional NIRS Hyperscanning
3 Methodology
3.1 Participants
3.2 Procedure
3.3 Experimental Tasks
3.4 Assessments during the Experiment
3.5 Level of Team Creativity Outcome
3.6 Post Experimental Assessments
3.7 Functional NIRS Data Acquisition
3.8 Functional NIRS Analysis
3.9 Functional NIRS Dynamic Inter-Brain Synchrony (IBS) States Analyses
3.10 Experimental Hypothesis
4 Planned Analyses and Conclusion
References
Dancing with Ambiguity Online: When Our Online Actions Cause Confusion
1 Introduction
2 Related Works
2.1 Online Actions on Social Media
2.2 Ambiguity of Online Actions
2.3 Ambiguity of Content on Social Media
3 Methods
3.1 Survey Instrument
3.2 Qualitative Coding
3.3 Recruitment and Compensation
4 Results
4.1 Relating to Certain Actions
4.2 Relating to Certain Content
4.3 Relating to Certain Stakeholders
5 Discussion
5.1 Sometimes Nuance Does Not Matter, Negativity Simply Makes us Wonder Why
5.2 Ambiguity Is Amplified by the Visibility of Actions
5.3 Actions Are Especially Ambiguous when there Are Opposing Sentiments
5.4 Design Implications
5.4.1 People May Not Be Able to Improve, Even If They Want To
5.4.2 People May Be Unaware of Their Individual Impact
6 Limitations & Future Work
7 Conclusion
References
Design Thinking for Digital Transformation: Reconciling Theory and Practice
1 Introduction
1.1 How Can Design Thinking Contribute to an Organization´s Digital Transformation?
2 Research Approach
3 Practical Perspectives: Design Thinking in Organizations
3.1 Design Thinking Elements
3.2 Depth and Diffusion of Design Thinking Elements in Organizations
3.3 An Integrative Conceptualization of Design Thinking in Organizations
4 Theoretical Perspectives: Digital Transformation and Dynamic Capabilities
4.1 A Holistic Perspective on Digital Transformation
4.2 A Dynamic Capabilities View on Digital Transformation
4.3 Design Thinking and Dynamic Capabilities
5 Reconciling Theory and Practice
5.1 Modes of Influence
5.2 Integrative Framework
6 Conclusion
References
Experiences of Facilitating Virtual Design Thinking: Theoretical Reflections and Practical Implications
1 Introduction
1.1 The Education Experience Model
1.2 Facilitating in Various Settings: People, Place, Process
2 People
2.1 (Digital) Engagement
2.2 Embodied Cognition
3 Place
3.1 Safe Space
3.2 Atmosphere
3.2.1 Atmosphere in Learners´ Physical Space
3.2.2 Atmosphere in the Virtual Space
3.2.3 Linking the Atmosphere in Physical and Virtual Spaces
4 Process
4.1 Random Inspiration
4.2 Managing Workshops
4.2.1 Technology Usage and Training
4.2.2 Communication with Various Stakeholders
4.2.3 Timing
4.2.4 Avoid Over-Structuring the Learning Experience
5 Discussion
References
Accessibility of Linked-Node Diagrams on Collaborative Whiteboards for Screen Reader Users: Challenges and Opportunities
1 Introduction
2 Background and Related Work
2.1 Collaborative Design Tools
2.2 Accessible Spatial User Interfaces for the Blind
3 User Study Design
3.1 Informal Interview
3.2 Online Whiteboard Evaluation
3.3 Exploration of Other Access Methods
3.4 Sequence of Exploration
4 User Study Results
4.1 Informal Interview
4.2 Online Whiteboard Evaluation
4.3 Exploration of Other Access Methods
5 Discussion and Recommendations
6 Conclusion
References
Part II: Fostering Innovation Behavior and Co-evolution
A Pattern Language of an Exploratory Programming Workspace
1 Introduction
2 Pattern Form, Intents, and Agents
2.1 The Pattern Form
2.2 Overview of All Patterns
2.3 You and Your Project
2.4 The Environment
2.5 The Interaction Context
3 Conversation in Context
3.1 A Desire for Exploration
3.2 The Profile
3.3 The Structure
3.4 Consequences
3.5 Related Patterns
4 Elaborate Inquiry
4.1 A Desire for Exploration
4.2 The Profile
4.3 The Structure
4.4 Consequences
4.5 Related Patterns
5 Coach Your Environment
5.1 A Desire for Exploration
5.2 The Profile
5.3 The Structure
5.4 Consequences
5.5 Related Patterns
6 Concept in Shards
6.1 A Desire for Exploration
6.2 The Profile
6.3 The Structure
6.4 Consequences
6.5 Related Patterns
7 Proxy Transport
7.1 A Desire for Exploration
7.2 The Profile
7.3 The Structure
7.4 Consequences
7.5 Related Patterns
8 Simple Response
8.1 A Desire for Exploration
8.2 The Profile
8.3 The Structure
8.4 Consequences
8.5 Related Patterns
9 Tangible Response
9.1 A Desire for Exploration
9.2 The Profile
9.3 The Structure
9.4 Consequences
9.5 Related Patterns
10 Pause and Explore
10.1 A Desire for Exploration
10.2 The Profile
10.3 The Structure
10.4 Consequences
10.5 Related Patterns
11 Conclusion
References
Practice-to-Research: Translating Company Phenomena into Empirical Research
1 Introduction
2 Conversations and Narratives: Study Inspiration
3 The Translation Process
4 Moderator Search
5 Defining Hypotheses
6 Final Study Design
6.1 Choosing Robust Scales
6.2 Final Survey Design
6.3 Additional Remark
7 Conclusion
References
Timely State Exposure for the Coevolution of Mental Models and Dynamic Systems
1 Introduction
2 Background
3 Design Space of Timing Strategies
4 Article Recommender System
5 Generating Explanations
6 User Interface Design
7 Evaluating User Mental Models
8 Frequency of State Exposures
9 Preliminary Results
10 Open Challenges
10.1 How Can We Continuously Evaluate User Mental Models Over Time?
10.2 How Can We Predict Mental Model Breakdowns?
10.3 How Can We Detect System Failures?
10.4 How Should We Present State Exposures?
11 Conclusion
References
Designing for Value Creation: Principles, Methods, and Case Insights from Embedding Designing-as-Performance in Digital Health...
1 Introduction
2 Mapping Design, Design Thinking, and Digital Health Interface
2.1 Bibliometric Review Query
2.2 Zooming in on Digital Health Design-Oriented Education
2.3 The Gap/Opportunity in Digital Health Design Education: Value Creation by Design
3 Action Research Cases: Designing for Value Creation
3.1 Embedding Designing-as-Performance (D-a-P) Principles and Methods into Health Contexts
3.1.1 D-a-P Principles (3): Performative Patterns for Reducing Risks and Costs, Increasing Profits, and Improving User Engagem...
3.1.2 D-a-P Method A: MEDGI
3.1.3 D-a-P Method B: PretoVids
4 Cases: Designing for Value Creation in Digital Health with MEDGI and PretoVids
4.1 DHDL Course: Value Creation at the Hasso Plattner Institute Digital Health Center
4.1.1 Learning Goals
4.1.2 Conveyed Competencies
4.1.3 Charite: HPI Digital Health Design Lab
Project Goal: Exploring D4VC in Charité Medical Students Education
4.2 Zooming in on Digital Health Design-Oriented Education
4.2.1 StudyU: DHDL
Project Goal: To Explore Pain and Pleasure Points in Current N-of-1 Trial Research App and then Redesign
4.2.2 Sleepfull Project (DHDL Winter Semester 2021 in Collaboration with StudyU)
Project Goal: To Design a PretoVids Concept for N-of-1 Study Design Platform StudyU on the Topic of Insomnia
5 Reflections and Insights for Design Educators and Practitioners in Digital Health Contexts
References
Part III: Problematizing Design Thinking as a Concept
Different Concepts of Human Needs and Their Relation to Innovation Outcomes
1 Introduction
2 Does a Focus on Needs Foster Incremental Innovation Only?
3 John Arnold´s Need-Based Innovation Theory: Or-Focussing on Basic Human Needs Instead of Transient User Needs
4 Abraham Maslow´s Need Theory: Or-Design Thinking to Satisfy the Designer´s Basic Needs
5 Robert H. McKim´s Need-Based Design Theory: Or-Need-Centred Design as Culture Therapy
6 Reflection and Outlook
References
Facets of Human-Centered Design: The Evolution of Designing by, with, and for People
1 Introduction
2 Experimental Psychology in Design
2.1 Ergonomics and Human Factors
2.2 Human-Computer Interaction
2.3 Interaction Design
3 Medicine and Rehabilitation in Design
3.1 Design for People with Disabilities
3.2 Transgenerational Design
3.3 Universal Design
3.4 Design for All
3.5 Inclusive Design
4 Humanistic Psychology in Design
4.1 Humanistic and Creative Design
4.2 Design Thinking
5 Communal Practices in Design
5.1 Design Participation
5.2 Cooperative Design
5.3 Participatory Design
6 Social Psychology in Design
6.1 Social Design
6.2 Design as Social Collaboration
7 Conclusion
References
Decades of Alumni: Designing a Study on the Long-Term Impact of Design Education
1 Introduction
2 Background
3 Study Design and Methods
3.1 Overview of the Research Design
3.2 ME310 and ME218 Alumni Survey Instruments and Respondents
3.3 Interview Studies
4 Results
4.1 Overall Picture of ME310 and ME218 Alumni
4.2 Dissemination of Findings to Date
5 Discussion and Next Steps
5.1 Discussion
5.2 Next Steps in our Research
6 Parting Remarks
References
Different Types of Productive Thinking in Design: From Rational to Social Design Thinking
1 Introduction
2 Psychology of Productive Thinking
2.1 Psychological Position in Productive Thinking
3 Different Types of Productive Thinking in Design
3.1 Rational Productive Thinking
3.2 Situational Productive Thinking
3.3 Experimental Productive Thinking
3.3.1 Anticipation
3.3.2 Resonance
3.3.3 Recentering
3.4 Dialectic Productive Thinking
3.5 Counterproductive Thinking
4 Developing a Productive Culture
References
The Cultural Construction of Creative Problem-Solving: A Critical Reflection on Creative Design Thinking, Teaching, and Learni...
1 Introduction
2 Critical Reflection on Design Thinking Based on Designers´ Cultural Needs
3 Creative Problem-Solving: A Culture Cycle Analysis
3.1 Historically Derived Ideas of Creative Problem-Solving
3.1.1 Historically Derived Ideas in the USA
3.1.2 Historically Derived Ideas in East Asia
3.1.3 Cultural Ideas Between the USA and East Asia
3.2 Policies, Norms, and Practices Around Creative Problem-Solving
3.2.1 Policies, Norms, and Practices in the USA
3.2.2 Policies, Norms, and Practices in East Asia
3.3 Psychological Tendencies of Creative Problem-Solving
4 Overview of Exploratory Studies
4.1 Cultural Variations in Perceptions of the Agency of Context
4.2 Relation Between Perceived Agency of Context and Other Factors and Its Manipulation
4.3 Engineering Students´ Motivation for Problem-Solving
4.4 Which Makes an Idea Better: ``Breaking´´ or ``Connecting?´´
5 Discussion
5.1 Embracing Diversity Inherent in the Human Processes of Creative Problem-Solving
5.2 Critical Next Steps in Design Thinking, Teaching, and Learning
5.3 Reflection on Studies and Future Work
5.3.1 Study Limitations
5.3.2 Future Work
5.3.3 Other Potential Empirical Approaches
6 Conclusion
References
Design Thinking as a Catalyst and Support for Sustainability Solutions
1 Introduction
2 Background
3 Design Thinking Characteristics That Support Sustainability Solutions
3.1 Inspires Creativity
3.2 Participatory and People-Focused
3.3 Encourages and Inspires Diversity in Thought and Action
3.4 Adopts a Holistic, Systems-Thinking Mindset
3.5 Offers a Streamlined, Action-Oriented Process
3.6 Connection Between Design Thinking and Collective Action
4 Reflection and Outlook
5 Conclusion
References