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Which clippings match 'Design-oriented Thinking' keyword pg.1 of 1
14 SEPTEMBER 2015

Design for Action: designing the immaterial artefact

"Throughout most of history, design was a process applied to physical objects. Raymond Loewy designed trains. Frank Lloyd Wright designed houses. Charles Eames designed furniture. Coco Chanel designed haute couture. Paul Rand designed logos. David Kelley designed products, including (most famously) the mouse for the Apple computer.

But as it became clear that smart, effective design was behind the success of many commercial goods, companies began employing it in more and more contexts. High-tech firms that hired designers to work on hardware (to, say, come up with the shape and layout of a smartphone) began asking them to create the look and feel of user-interface software. Then designers were asked to help improve user experiences. Soon firms were treating corporate strategy making as an exercise in design. Today design is even applied to helping multiple stakeholders and organizations work better as a system.

This is the classic path of intellectual progress. Each design process is more complicated and sophisticated than the one before it. Each was enabled by learning from the preceding stage. Designers could easily turn their minds to graphical user interfaces for software because they had experience designing the hardware on which the applications would run. Having crafted better experiences for computer users, designers could readily take on nondigital experiences, like patients' hospital visits. And once they learned how to redesign the user experience in a single organization, they were more prepared to tackle the holistic experience in a system of organizations."

(Tim Brown and Roger Martin, 2015, Harvard Business Review)

A version of this article appeared in the September 2015 issue (pp.56–64) of Harvard Business Review.

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TAGS

Bill BuxtonCharles EamesCoco Chanelcomplex systems • David Kelley • design history • design intervention • design processdesign thinking • design-oriented approach • design-oriented thinkingdesigned artefactethnographic design approachFrank Lloyd Wright • genuinely innovative strategies • graphical user interfaceHarvard Business ReviewHerbert Simon • holistic user experience • IDEOimmateriality • intervention design • iPoditerative prototyping • iterative rapid-cycle prototyping • iTunes Store • Jeff Hawkins • look and feellow-fidelity prototype • low-resolution prototype • nondigital experiences • PalmPilot • Paul Randpersonal digital assistantphysical objectsrapid prototyping • Raymond Loewy • redesignRichard Buchananrole of the designerservice designuser experienceuser experience design (UX)user feedbackuser interface designwicked problems

CONTRIBUTOR

Simon Perkins
18 MARCH 2012

Integrating the process of design thinking into the classroom

"When you think of design thinking, think of innovative outcomes – like the iPod, or that perfect peeler that both cuts well and has an amazing grip, or the Aravind Eye Care system that allows for thousands of underresourced families in India to address cataract issues.

Pioneers of design thinking called it the process of 'a practical, creative resolution of problems or issues that looks for an improved future result' (Simon, 1969). Recently, educational researchers have been asking what happens when educators integrate the process of design thinking into the classroom. Their findings include numerous examples of enhanced student learning."

(Mount Vernon Institute for Innovation, Mount Vernon Presbyterian School, Atlanta)

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TAGS

21st centurybetter-functioning productschildrenclassroomcollaborationcomplexity • constructivist theories of learning • convergent thinking • creative resolution of problems • creativitycreativity skillscritical thinking • D.E.E.P. • design approach • design innovationdesign responsibilitydesign thinking • design thinking approach • design thinking in classroomdesign-based learningdesign-oriented thinking • deviate from facts • Discover Empathise Experiment Produce • divergent thinkingeducationeducatoreffective communication • enhanced student learning • experimentation • exploring possibilities • hands on • Herbert Simon • innovative outcomes • K-4 • know-how • learning as a social activity • multidisciplinary teams • MVPS • pedagogyproblem-oriented thinkingproblem-solvingproduct design • science concepts • science lab • scripted approach to enquiry • socio-technological dimensionssolving problemsspeculative designstudent achievementteaching science • traditional learning frameworks

CONTRIBUTOR

Simon Perkins
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