surprise & delight ?

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cdr surprise & delight design thinking in creative practice and theory one man’s view NSF Workshop on Synergies Between Creativity and Information Technology, Science, Engineering, and Design: defining a research agenda 2,3 November 2006 @ Arlington, VA Larry Leifer Professor (ME), Founding Director, Stanford Center for Design Research Founding Member, Hasso Plattner Institute of Design at Stanford

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surprise & delight design thinking in creative practice and theory one man’s view NSF Workshop on Synergies Between Creativity and Information Technology, Science, Engineering, and Design: defining a research agenda 2,3 November 2006 @ Arlington, VA. - PowerPoint PPT Presentation

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Page 1: surprise & delight ?

cdr

surprise & delight design thinking in creative

practice and theory one man’s view

NSF Workshop on Synergies Between Creativity and Information Technology, Science, Engineering, and Design: defining a research agenda

2,3 November 2006 @ Arlington, VA

Larry Leifer Professor (ME), Founding Director, Stanford Center for Design Research

Founding Member, Hasso Plattner Institute of Design at Stanford

Page 2: surprise & delight ?

surprise & delight ?

Page 3: surprise & delight ?

are we making progress ?

Page 4: surprise & delight ?

insight based

experiential

need & empathy driven

integrative

design thinking

Page 5: surprise & delight ?

Hasso Plattner Institute of Design at Stanford

Page 6: surprise & delight ?

the plan

Page 7: surprise & delight ?

the team

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are needed to see this picture.

?

Page 8: surprise & delight ?

the opportunity“expanding the role of multidisciplinary research and teaching…

is one of Stanford’s biggest opportunities (John Hennessy)”

Page 9: surprise & delight ?

the break

through

Page 10: surprise & delight ?

intense collaboration

Page 11: surprise & delight ?

extreme product based learning, “design learning”

Page 12: surprise & delight ?

a culture of prototyping that accelerates discovery

Page 13: surprise & delight ?

students as experts reverse mentoring

Page 14: surprise & delight ?

students engaged and confidentabout creating their own innovation process

Page 15: surprise & delight ?

DESIGN THINKING

AN

ALY

TIC

TH

INK

ING

Page 16: surprise & delight ?

what do we know from design-thinking-research

?lessons learned from

instrumenting design activity

Page 17: surprise & delight ?

the power of observationTang ‘89, video interaction analysis

Page 18: surprise & delight ?

310lab

Aud

iD

C

TUM-AutoGermany

TUM-PEGermany

DCI

UQueenslandAustralia

CEE

VWSAP

DB

U.St.GallenSwitzerland

NokiaHUTUIAHUHFinland

Pana-

ATRL

Pana--

AC

C

GM

KTHSweden

UNAMMexico

HUTUIAHUH Finland

UTokyoJapan

globaltbc

U.St.GallenSwitzerland

Page 19: surprise & delight ?

canonical findings

recent IT study

Page 20: surprise & delight ?

Function TextActivity

DrawActivity

GestureActivity

StoreKnowledge

40 19 1

ExpressIdeas

2 63 33

MediateInteraction

0 21 46

27%

43%

30%

19% 46% 35%

the importance of mediation(Tang’89)

Page 21: surprise & delight ?

0 10 20 30

Duration of Information Fragment (deltat seconds)

0

10

15S1S2S3S4S5S6

5

Mode = most frequent deltat = 5.4 seconds6.4 seconds

design information fragment duration across six activity categories

(2 each = receptive, expressive, search)

the attention time constant (Baya’97)

Page 22: surprise & delight ?

DecemberReport

MarchReport

JuneReport

B

A# of unique

nounphrases

creative content mattersnoun-phrases in formal documents

predict awards in peer-revieweddesign competitions

(Mabogunje, PhD’96)

Page 23: surprise & delight ?

iterative questioning cyclesEris’02

DesignDecisions &

Specifications

GDQ

DivergentThinking

ConvergentThinking

DRQ

DRQ

GDQ

Design ConceptsC1, C2, C3, C4, C5…

C1

C2

C3

C4

C5

DesignRequirements

Page 24: surprise & delight ?

cdr

iteration rate drives performanceEris’02

design team

performance score

combined rate of DRQ+GDQ (questions/hour)DRQ = deep reasoning questionGDQ = generative design question

better

Page 25: surprise & delight ?

field research case

electronic arts corporation programming teams in networks

does game programmer activity predict product code performance ?

Reiner’05

Page 26: surprise & delight ?

features of the computer games industry Reiner’05

Multidisciplinary Teams of 75 to 200 people Producers, Designers, Artists, Engineers, Testers Most assets tracked in a database repository Word docs, 3D models, animation data, 2D art,

audio, source code Yearly, “Fast Track” development cycles High performance teams Industry-wide recognition, high review scores Innovative, patented tech reused by other teams Sales quadrupled+ in last three years

Page 27: surprise & delight ?

Daily and Concurrent Edits TW 20058 Months - January through August

B2 F2F1B1A2A1E3M4M3M2M1

0

2000

4000

6000

8000

10000

12000

14000

16000

18000

20000

0

20

40

60

80

100

120

140

160

Milestone Concurrent Module Edits

7 per. Mov. Avg. (Concurrent Module Edits) 7 per. Mov. Avg. (Daily Edits)

individual work

Integration

collaborative refinement

RecoveryDesign Production

Final

Alpha BetaE3Milestones

Page 28: surprise & delight ?

concurrent editing as a social network

Node = Person

Arc = Concurrent

Edit

Working Solo

Month & Milestone Indicators

Arc weight = Num Concurrent

Edits Red = Top 5 Collaborator

1 Second = 1 Day

[Moody, 2005, “Dynamic Network Visualization”]

[SoNIA website: www.stanford.edu/group/sonia]

Page 29: surprise & delight ?

QuickTime™ and aAnimation decompressor

are needed to see this picture.

RecoveryDesign Production

Final

Alpha BetaE3Milestones

AugustOctober

surprise not delight

Page 30: surprise & delight ?

ie=mcX

innovation = minds in communicationradical, relevant, & rigorous

working creatively together

an equation for success