Managing Innovative Thinking + Design

Wednesday, May 31, 2006

Human-Centered Design

Human-Centered Design

Forlizzi, J. (2006). “How Robotic Products Become Social Products: An Ethnographic Study of Robotic Products in the Home.” Submitted to CSCW06.
[local pdf, 2.1 MB]

Forlizzi, J. (1997). "Designing for Experience: An Approach to Human-Centered Design. Master of Design in Interaction Design Thesis, Carnegie Mellon University.
[local pdf, 2.4 MB]

Zimmerman, J., Forlizzi, J., and Evenson, S. (2004). “Taxonomy for Extracting Design Knowledge from Research Conducted During Design Cases.” Futureground 04 (Conference of the Design Research Society) Proceedings, Melbourne, Australia, November 2004.
[local pdf, 1.2 MB]

The Creative Class

The Creative Class
The Rise of the Creative Class
Why cities without gays and rock bands are losing the economic development race.
By Richard Florida

Monday, May 29, 2006

The Creative Age

The Creative Age (5.61MB)

4 Designing in Hostile Territory
Even in seemingly ‘hostile’ territory, design thinking can prosper – if managers embrace the challenge by using some of the techniques from the designer’s toolbox.
By Roger Martin

10 Interview with a Creativity Guru: Richard Florida
The best-selling author talks about why creative capital is drawn to certain places, the fate of ‘second-tier’ cities, and the dangers of our increasingly ‘spikey’ world.
By Karen Christensen

14 If Managers Thought Like Designers
Design has been hailed as the ‘secret weapon’ for competition in the 21st century. Here are ten things managers would do differently if they took design seriously.
By Jeanne Liedtka

20 Managing Creativity
Creative enterprises bring together the contributions of a vast number of people,
making the effective management of creativity a critical skill.
By Yoram Wind

24 Turning Design Thinking into Design Doing
Follow these simple guidelines and your organization will be better equipped to
translate inspiration into implementation.
By Heather Fraser

30 The Ten Faces of Innovation
World-renowned design firm IDEO has developed ten roles that people can play
to foster innovation and drive creativity throughout an organization.
By Tom Kelley

34 The Importance of Forgetting, Borrowing and Learning for
Strategic Experiments
New ventures must be designed so that they can forget, borrow and learn from
the core company.
By Vijay Govindarajan and Chris Trimble

39 Emotion and Creativity at Work
A look at how emotional experiences in the flow of our daily work lives relate to creative thinking on the job.
By Teresa Amabile, Sigal Barsade, Jennifer Mueller, and Barry Staw

44 Maximizing Productivity in Diverse Teams
To better understand how diversity influences teams, we must first examine how different types of diversity relate to information use.
By Kristina Dahlin, Laurie Weingart and Pamela Hinds

50 Design Matters for Management
A design attitude toward problem solving can help put better ideas and alternatives on the table for analytic consideration and quantitative assessment.
By Richard Boland Jr. and Fred Collapy

54 The Creative Mind: Myths and Mechanisms
Cognitive scientist Margaret Boden discusses different types of creativity, and how we can combat the natural limits of our mental maps.
By Karen Christensen

Interaction Design

Interaction Design


[PDF] Product Meaning, Affective Use Evaluation and Transfer: A ... (4.5MB)


[PDF] The Experience of Enchantment in Human-Computer Interaction

[PDF] Cognitive and Cultural Views of Emotions

Saturday, May 27, 2006

Convergence Culture

Convergence culture

Fan cultures: the social groups of impassioned consumers of specific genres of entertainment (examples include science fiction, comic books and computer games).

Brand cultures: communities of committed consumers of specific products and services (such as BMW drivers, iPod users and Coke collectors).

Style cultures: the neo-tribes that organize around the ephemeral pursuit of cool. (Bobos in China, Hip hop Hedz in America and Otaku and Kogal in Japan).

These three clusters constantly interact dynamically with each other, reshaping the context of consumption and generating new trends in the process.
C3 researchers are seeking to answer the following questions:

· How has the intersection between old and new technologies shifted the ways that people consume entertainment and brand content?
· What new media methods and models can sponsors and advertisers use to build a lasting emotional connection with their brands? (e.g. product placements, advergaming and viral marketing)
· What happens as brand cultures (the most hardcore consumers of a particular consumer product) interact with fan cultures (the most hardcore enthusiasts of a particular entertainment franchise)?
· What strategies do brand managers need to adapt to the instantaneous global circulation of entertainment content (such as Japanese anime, Korean soaps, and hip-hop)?
· Does greater consumer participation in brand cultures result in stronger brand affiliations?
· Where do companies "cross the line" in their efforts to attach themselves to particular entertainment franchises through product placements and tie-ins?

There are three core concepts that are central to the way that we at C3 think about the current media landscape. Transmedia entertainment, participatory culture, and brand extension describe the same process as experienced by the creative artist, the media consumer, and the marketer. Each reflects the current moment of media convergence, a process that facilitates the flow of content across the entire media system. To us, media convergence is more than just a technological shift; it is a tectonic shift that has altered the relationship between existing technologies, industries, markets, genres and audiences. We believe convergence stands for a process and not an endpoint.

Transmedia Entertainment describes the newfound flow of stories, images, characters, information, and sounds across various media channels, in a coordinated fashion, which facilitates a deepening expansion of the consumer's experience.

Participatory Culture describes the way consumers interact with media content, media producers, and each other as they explore the resources available to them in the expanded media landscape. Consumers become active participants in shaping the creation, circulation, and interpretation of media content. Such experiences deepen the consumer's emotional investment in the media property, and expands their awareness of both content and brand.

Experiential Marketing refers to the development of novel approaches to brand extension and marketing which play out across multiple media channels so that the consumer's identification with the product is enhanced and deepened each time they re-encounter the brand in a new context.


Better by design

Thursday, May 25, 2006

Cultural Artefact

Cultural Artefact
Culture makes humans unique.

[PDF] Mark Federman, The Ephemeral Artefact – The Vision of Cultural ...



[PDF] “Touching Culture”

[PDF] Andy C Pratt, Cultural industries That part of the economy ...

[PDF] User-Centred Evaluation of Augmented Representation of Cultural ...


Wednesday, May 24, 2006

Semantic Transform

Semantic Transform
Strategic management of product design is a crucial issue with respect to brand recognition and differentiation. The key question to consider is: How may companies transform their strategic intentions to product design. To approach this question, a qualitative case study approach was used. The case studies of Volvo passenger cars and Nokia mobile phones are briefly discussed in the paper. They illustrate rather different realities and approaches towards strategic brand communication through design. The paper aims to outline the main thematic issues and practices of brand communication through design, as they are relevant to strategic management of new product development.

Designing with the users (in mind) (1,2MB, PPT)

Eniro’s presentation (4.1MB, PPT)
There are two kinds of searches, emotional and rational, according to executive vice president of Eniro Finland, Stefan Anderson. Eniro is the largest directory company in the Nordic countries.

Virtanen’s presentation (5,1MB, PPT)
“Convergence in Mobile Internet Communications” at Mobile Monday Helsinki

Snellman’s presentation (0.86 MB, PDF)
The big change will be that the share of internet and mobile music will grow from under one percent to about 9 percent in 2008.

Mellins’s presentation (0.3 , PPT)
VoIP and WiFi seem to present basis for a perfect marriage, but time is not ready for wedding bells, said Jorma Mellin, a Finnish Internet pioneer and a project director at TDC Song Oy.

Tuesday, May 23, 2006

Knowledge Economy

Knowledge Economy

[PDF] A Primer on the Knowledge Economy

[PDF] Australia today

[PDF] The New Economy: Beyond the Hype

[PDF] Geared for success in the new economy

[PDF] Measuring the Information Economy

[PDF] Australia's Growth Industries in the Age of the Knowledge Economy

[PDF] Backing Australia's Ability - an innovation action plan for the future

[PDF] The Economics of Knowledge

Economic Survey of Denmark 2006
The Policy Brief (pdf format) can be downloaded.
It contains the OECD assesment and recommendations but not all of
the charts included on the above pages.
OECD Economic Outlook No. 79, May 2006

Sunday, May 21, 2006

The Hidden Dimension

The Hidden Dimension

[PDF] NONVERBAL COMMUNICATION Movements Have Symbolic Meaning Emblems ...

Origin of Brands


[PDF] Convergence and divergence in consumer behaviour: implications for ...

Saturday, May 20, 2006

Scenario boards

Scenario boards
Scenario boards can be used to improve validation of early product and service concepts Matthew Jordan and Ed Geiselhart

PDMA 2005 International Conference attracts its largest audience ever to focus on innovation in global Product Development Phillip Clark

COVER STORY Innovation at Nextel: Addressing unmet customer needs
Greg Santoro and Ram NairNextel, now Sprint Nextel, was a 2005 OCI Co-Winner.

How to use online qualitative research in the New Product Development process
Anne Orban
A primer on the most prevalent qualitative online research tools available today and how to use them effectively in the NPD process.

In Focus: Tools for aligning the Front End of Innovation
Greg Githens
Columnist Greg Githens describes some useful tools for aligning the Front End of Innovation (FEI) in your New Product Development (NPD) process with your strategy.

NPD Book Briefs Adam Hansen

Wednesday, May 17, 2006

Creativity Index

Creativity Index

[PDF] Creativity Index

[PDF] Creativity What is creativity? Creative stuff
A Cognitive Method to Measure Potential Creativity in Designing
Hsien-Hui Tang and John S. Gero
Environmental Stressor Effects on Creativity and Decision Making
James Shanteau / Kansas State University and
Geri Anne Dino / Frostburg State University
Applying a creativity framework to animal cognition
James C. Kaufman,and Allison B. Kaufman


[PDF] HICSS'01: Improving Group Creativity: Brainstorming Versus Non ...

[PDF] The Effect of Input Knowledge on Creativity

[PDF] Implicite theories of creativity across cultures.


Tuesday, May 16, 2006

Creativity at Work

Creativity at Work
The Creative Problem Solving Group
Working to unleash the full spectrum of creative talent in organizations

Versions of CPS Presentation
Download this article in PDF format (For personal use only)
Creativity at work: A Leadership Guide
invention at play
Dr. Toy’s Guide on the Internet

Friday, May 12, 2006

IDATER Archive (1988-2001)

The IDATER archive (1988-2001)

IDATER is the International Conference on Design and Technology Educational Research and Curriculum Development and was held at Loughborough University each year from 1988-2001.

Papers presented at the Conference discussed research and curriculum development related to design-related disciplines, to curriculum subjects, and to their associated educational activities.

The papers were published in the annual Conference Book and thereby disseminated to a world-wide audience and, in particular, made available to those studying and researching in this field.

Design Curriculum Matters
Learning Design: Occasional Papers
Design: Occasional Papers

Thursday, May 11, 2006

Introduction to ID

Introduction to ID

[PDF] Introduction to Industrial Design

[PDF] Looking Good: An Introduction to Industrial Designs for Small and ...

[PDF] The Process Improvement Impact on the Styling Workflow of an ...

IDUS215 : Contextual Research Methods

"This course presents the techniques necessary to conduct relevant and useful research of a novel domain in context. Students are expected to gain knowledge and expertise to contribute to the design process in user-centered products and systems in which user, goals and task needs are given primary importance".
Download IDUS215 Syllabus (PDF)

Wednesday, May 10, 2006

Design Research

Design Research
Thinking, developing and experimenting new approaches

Do Universities of Applied Sciences conduct research?
Do designers conduct research?

Leading with design – Strategies for a future-oriented corporate culture
3rd Design Management Forum on 20. Mai 2006 in Cologne
Program [PDF, 468 KB]
Interview with new DMI President/Tom Lockwood: Views on Design Management
by Brigitte Borja de Mozota

Originally published in the April 2006 edition of Cercle du design et de la marque (France)

"Design is at the core of innovation; my definition of innovation is creativity plus design. My view is that successful innovation involves managed creativity plus managed design. Today, more and more businesses are recognizing design as a key strategic tool, but they also need to recognize the role of design management in bringing innovation to market. Every CEO would like to improve his or her results in innovation; actually most innovation fails. We are working to show them how to increase success rates by applying design management and design thinking to the process, and the most obvious way is to connect the dots between design and innovation."