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Which clippings match 'Methods For Design Practice' keyword pg.1 of 3
01 NOVEMBER 2013

d.school: Design Thinking Bootcamp

"The Bootcamp Bootleg is an overview of some of our most–used tools. The guide was originally intended for recent graduates of our Bootcamp: Adventures in Design Thinking class. But we've heard from folks who've never been to the d.school that have used it to create their own introductory experience to design thinking. The Bootcamp Bootleg is more of a cook book than a text book, and more of a constant work–in–progress than a polished and permanent piece. This resource is free for you to use and share – and we hope you do."

(d.school at Stanford University)

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CONTRIBUTOR

Neal White
17 DECEMBER 2012

Jim Conallen: iterative web application design and development

"If you are looking for a cookie–cutter recipe to success, forget it. Developing applications is hard work and relies heavily on the skill and the ability of everyone involved. Even so, a strong process is important. Heroic efforts on the part of a development team can often bring a project to maturity; however, heroic efforts and strong process can do so repeatedly and reliably."

(Jim Conallen, 2002)

Jim Conallen (2002). "Building Web Applications with UML", (Addison–Wesley Object–Technology Series).

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TAGS

2002 • application design • application developmentconceptual model • cookie-cutter • development life cyclediagramiterative design processiterative developmentiterative process • Jim Conallen • methods for design practicemodelling language • page based web applications • page-based web applications • Philippe Kruchten • requirements gathering • SDLC • software design • Software Development Life Cycle • software modellingUMLUnified Modelling Languageweb applicationweb application designweb application development

CONTRIBUTOR

Simon Perkins
17 DECEMBER 2012

Invention is the result of creative experimentation and synthesis

"Why waste time on expensive experiments when the right answer is obvious? The flaw in this thinking is that creativity is an iterative process in which you synthesize the final result from a variety of sources and thousands of potential solutions. It is not purely a deductive process with a single right answer.

When you fail to experiment broadly, you are building your solution from an anemic set of mental and technical resources. It is the equivalent of trying to design a bridge when the only material you've tested is paper. You can certainly build a bridge, but it will not be nearly as good compared to someone who experimented with a broad range of materials and construction techniques including steel or concrete."

(Daniel Cook, 16 August 2010)

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TAGS

ild a bridge • conceptualisationconstruction techniquescreative processcreativity • design a bridge • design methoddesign process • experiment broadly • experimental enquiryexperimental investigation • experimental research • experimental techniquesexperimental thinkingexperimental workexperimentation • experiments • inventioniterative cycleiterative design processmethods for design practice • potential solutions • right answer • single right answer • synthesise knowledgetestingtheory building • variety of sources • visualising the creative process

CONTRIBUTOR

Simon Perkins
07 AUGUST 2012

Creative Tools: a handbook of 15 methods for design practice

"Creative Tools was co–authored by Alex Fung, Alice Lo and Mamata N. Rao based on their teaching and students' learning experiences in the Design Thinking subject. Foreword by Dr. Edward de Bono, this handbook is a comprehensive guide to 15 creative tools that help develop students' creative thinking, not only for design by other disciplines. Each tool has an introduction followed by a demonstration of its use with reflection."

(香港理工大學/Hong Kong Polytechnic University)

Alex Fung, Alice Lo, Mamata N. Rao (2005). "Creative Tools", School of Design, Hong Kong Polytechnic University.

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TAGS

2005 • Alex Fung • Alice Lo • art and designcreative problem solvingcreative thinkingcreative tools • Creative Tools (book) • creativitydesign methoddesign methodsdesign pedagogydesign principlesdesign processdesign studentdesign thinkingEdward de Bonohandbook • HK PolyU School of Design • Hong KongHong Kong Polytechnic Universityhow designers think • Mamata Rao • methods for design practicepolytechnic • PolyU • problem-solving • School of Design (PolyU) • student learning experiences • teaching • tools for creative thinking

CONTRIBUTOR

Simon Perkins
04 MAY 2012

IDEO Method Cards: a thinking tool for understanding human factors

"IDEO Method Cards is a collection of 51 cards representing diverse ways that design teams can understand the people they are designing for. They are used to make a number of different methods accessible to all members of a design team, to explain how and when the methods are best used, and to demonstrate how they have been applied to real design projects.

IDEO's human factors specialists conceived the deck as a design research tool for its staff and clients, to be used by researchers, designers, and engineers to evaluate and select the empathic research methods that best inform specific design initiatives. The tool can be used in various ways – sorted, browsed, searched, spread out, pinned up – as both information and inspiration to human–centered design teams and individuals at various stages to support planning and execution of design programs.

Inspired by playing cards, the cards are classified as four suits – Ask, Watch, Learn, Try – that define the types of activities involved in using each method. Each approach is illustrated by a real–life example of how the method was applied to a specific project. As new methods are developed all the time, the deck will grow and evolve over time.

In its first year, the Method Cards appeared to have unexpected relevance to groups that are not necessarily engaged in design initiatives. Clients report using the tool to explore new approaches to problem–solving, gain perspective, inspire a team, turn a corner, try new approaches, and to adapt and develop their own methods."

(IDEO)

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TAGS

2003ability to focus • asking • browsed • cards • conceptualisationcreativitycultural probesdecision making • deck of cards • design inspirationdesign methoddesign process • design research tool • design science • design teamdiscovery • empathic research • empathyengineersevaluate and selecthigh performance thinkinghuman factorshuman-centred designIDEOlearning • mental block • methodmethod cardsmethods for design practice • pinned up • playing cards • problem-solving • searched • sorted • spread out • thinking tooltooltools for thinking • trying • turn a corner • understandinguser perspectivewatchingways of thinking

CONTRIBUTOR

Simon Perkins
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