cdr surprise & delight design thinking in creative practice and theory one man’s view nsf...
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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 ?
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are we making progress ?
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insight based
experiential
need & empathy driven
integrative
design thinking
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Hasso Plattner Institute of Design at Stanford
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the plan
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the team
QuickTime™ and aTIFF (LZW) decompressor
are needed to see this picture.
?
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the opportunity“expanding the role of multidisciplinary research and teaching…
is one of Stanford’s biggest opportunities (John Hennessy)”
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the break
through
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intense collaboration
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extreme product based learning, “design learning”
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a culture of prototyping that accelerates discovery
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students as experts reverse mentoring
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students engaged and confidentabout creating their own innovation process
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DESIGN THINKING
AN
ALY
TIC
TH
INK
ING
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what do we know from design-thinking-research
?lessons learned from
instrumenting design activity
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the power of observationTang ‘89, video interaction analysis
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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
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canonical findings
recent IT study
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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)
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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)
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DecemberReport
MarchReport
JuneReport
B
A# of unique
nounphrases
creative content mattersnoun-phrases in formal documents
predict awards in peer-revieweddesign competitions
(Mabogunje, PhD’96)
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iterative questioning cyclesEris’02
DesignDecisions &
Specifications
GDQ
DivergentThinking
ConvergentThinking
DRQ
DRQ
GDQ
Design ConceptsC1, C2, C3, C4, C5…
C1
C2
C3
C4
C5
DesignRequirements
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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
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field research case
electronic arts corporation programming teams in networks
does game programmer activity predict product code performance ?
Reiner’05
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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
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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
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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]
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QuickTime™ and aAnimation decompressor
are needed to see this picture.
RecoveryDesign Production
Final
Alpha BetaE3Milestones
AugustOctober
surprise not delight
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ie=mcX
innovation = minds in communicationradical, relevant, & rigorous
working creatively together
an equation for success