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Электронный учебно-методический комплекс по учебной дисциплине Философия и методология науки для студентов, слушателей, осваивающих содержание образовательной программы высшего образования 2 ступени

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addition, conviction is the mindset which permits to carry on a process or an idea even if there are constrains or obstacles.

The third space of the design thinking process is implementation, when the best ideas generated during ideation are turned into a concrete, fully conceived action plan. At the core of the implementation process is prototyping: turning ideas into actual products and services that are then tested, iterated, and refined. A prototype helps to gather feedbacks and improve the idea. Prototypes speed up the process of innovation because allow to understand strengths and weaknesses of new solutions. Prototyping is particularly important for products and services destined for the developing world, where the lack of infrastructure, retail chains, communication networks, literacy, and other essential pieces of the system often make it difficult to design new products and services. Prototyping, testing, "failing many times but quickly and cheaply in order to succeed"are different existing methods to test solutions, but the earlier users can give feedbacks, the lower are the costs for the organizations and higher is the level of adaptation of the solution to customer needs. Although many design fields have been categorized as lying between science and the arts and humanities, design may be seen as its own distinct way of understanding the world, based on solutionbased problem solving, problem shaping, synthesis, and appropriateness in the built environment.

One of the first design science theorists, John Chris Jones, postulated that design was different than the arts, sciences and mathematics in the 1970s. In response to the question "Is designing an art, a science or a form of mathematics?" Jones responded:

The main point of difference is that of timing. Both artists and scientists operate on the physical world as it exists in the present (whether it is real or symbolic), while mathematicians operate on abstract relationships that are independent of historical time. Designers, on the other hand, are forever bound to treat as real that which exists only in an imagined future and have to specify ways in which the foreseen thing can be made to exist.

Nigel Cross built upon the early work of Bruce Archer to show the differences between the humanities, the sciences, and design in his paper "Designerly Ways of Knowing".He observed that in the sciences the phenomenon of study centres around the natural world, the appropriate methods being controlled experiment, classification, and analysis. In this culture, objectivity, rationality, neutrality, and a concern for "truth"

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are most valued. In the humanities, analogy, metaphor, and evaluation serve as methods of study of the human experience. The values of this culture include subjectivity, imagination, commitment, and a concern for "justice". Design, however, concerns itself with the artificial world and uses modeling, pattern-forming, and synthesis to study it. In design, practicality, ingenuitry, empathy, and a concern for "appropriateness" are the core values.

Conventionally, designers communicate mostly in visual or object languages. Symbols, signs, and metaphors are used through the medium of sketching, diagrams and technical drawings to translate abstract requirements into concrete objects. The way designers communicate, then, is through understanding this way of coding design requirements in order to produce built products. Design thinking has two common interpretations in the business world:

1.Designers bringing their methods into business by either taking part themselves in business process, or training business people to use design methods

2.Designers achieving innovative outputs or products

The first interpretation has been described by Tim Brown, CEO of DEO, at a TED lecture, though his blog also considers the second interpretation.

The limits of the first kind of design thinking in business are also being explored. Not all problems yield to design thinking alone, where it may be a "temporary fix". Design thinking companies including IDEO and Sense Worldwide are responding to this by building business thinking capabilities.

Tim Brown has argued that design thinking is now widely, but sporadically, used in business. He argues that competitive advantage comes from sustained use of design thinking, from becoming "masters of the art."

In organization and management theory, design thinking forms part of the Architecture/Design/Anthropology paradigm, which characterizes innovative, human-centered enterprises. This paradigm also focuses on a collaborative and iterative style of work and an abductive mode of thinking, compared to practices associated with the more traditional Mathematics/Economics/Psychology management paradigm.

A study by the London Business School found that for every percent of sales invested in product design, profits rose by an average of 3 to 4 percent. Historically designers were only introduced in the last steps of

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product development process, focusing their attention on improving the look and functionality of products, instead looking for a high impact on the world and the society. Design was a tool of consumerism, able to make products more attractive, easier to use and more marketable. In recent years designers developed specific methods and tools to deliver products and services and businesses are beginning to realize the necessity of design as a competitive asset. Therefore, designers bring their methods into business by either taking part themselves in the earliest stages of business processes or training business people to use design methods and to build business thinking capabilities. Design thinking, as the perfect balance between desirability, technical feasibility and economic viability helps organizations to be more innovative, better differentiate their brands, and bring their products and services to market faster.

Design thinking has been suggested for use in schools in a variety of curricular ways, as well as for redesigning student spaces and school systems. Design thinking in education typically takes three forms: helping school administrators solve institution-based problems, aiding educators to develop more creative lesson plans, and engendering design thinking skills in students.

There are currently many researchers exploring the intersection of design thinking and education. The REDLab group, from Stanford University's Graduate School of Education, conducts research into design thinking in K-12, secondary, and post-secondary settings. The Hasso Plattner Design Thinking Research Program is a collaborative program between Stanford University and the Hasso Plattner Institute from Potsdam, Germany. SPJIMR, a top B-school in India, offers a road map to build design thinking culture in the organisation and has implemented the approach across its different management programs.

In addition to enriching curriculum and expanding student perspectives, design thinking can also benefit educators. Researchers have proposed that design thinking can enable educators to integrate technology into the classroom. Design thinking as a viable curricular and systemic reform program is increasingly being recognized by educators.

In the K-12 arena, design thinking is used to promote creative thinking, teamwork, and student responsibility for learning. The nonprofit Tools at Schools aims to expose students, educators, and schools to design thinking. The organization does this by facilitating a relationship between a school and a manufacturing company. Over a minimum of six

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months, representatives from the manufacturing company teach students the principles of design and establish the kind of product to be designed. The students collaborate to design a prototype that the manufacturer produces. Once the prototype arrives, the students must promote the product and support the ideas that lead to its design.

An example of the Tools at Schools partnership is the redesign of school equipment by 8th grade students at The School at Columbia University. The students were divided into groups and asked to redesign a locker, chair, or a desk to better suit the needs of 21st century pupils. The students' final products were displayed at the International Contemporary Furniture Fairwhere they demonstrated their product to fair attendees and industry professionals. Overall Tools at Schools not only introduces students to the design process, it exposes them to the design profession through their interactions with designers and manufacturers. Since the students work together in groups, design thinking in education also encourages collaborative learning.

Another organization that works with integrating design thinking for students is the corporation NoTosh. NoTosh has a design thinking school to teach instructors how to implement design thinking into their curriculum. One of the design thinking techniques NoTosh adopted from the corporate world and applied to education is hexagonal thinking. Hexagonal thinking consists of gathering cut-outs in hexagon shapes and writing a concept or fact on each one. Students then connect the hexagons by laying related ideas or facts together. The visual representation of relationships helps students better conceptualize wicked problems. Another concrete example of design thinking in action is NoTosh's "Googleable vs NonGoogleable Questions" exercise. Apart from non profit entities and corporations, research universities are also involved in deploying design thinking curriculum to K-12 schools. Part of Stanford University's efforts to incorporate design thinking in education into a hands-on setting is the Taking Design Thinking to Schools initiative. The Stanford School of Education and d.school partner with K-12 teachers in the Palo Alto area to discover ways to apply design thinking in an educational setting. Taking Design Thinking to Schools identifies the following design thinking process:

Understand: students explore the topic through research and develop familiarity with the subject matter

Observe: this phase consists of students taking note of their environment, which includes physical surroundings and human interac-

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tions; students gather more information about peoples' actions and possible motivation through discussion

Point of view: students consider alternate points of views to better understand the problem and to inform their ideas in the next phase

Ideate: this phase consists of students brainstorming ideas without criticism or inhibition. In this phase, the focus is on generating lots of ideas with an emphasis on creativity and enjoying the process.

Prototype: in this phase students create quick prototypes to investigate ideas generated during the ideation phase

Test: students test their ideas in a repetitive fashion and determine which aspects of the design are effective and which could be improved.

By employing this process, the Stanford team and Taking Design Thinking to Schools participants collaborate to develop coursework that students will find engrossing and «hands-on».Thus, the program at Stanford combines both design thinking for teachers who must create alternative curriculum and students who must complete the design thinkingbased projects.

The Design Thinking for Educators toolkit was developed in 2011 by the design firm IDEO in partnership with the PreK-12 independent school Riverdale Country School. The Design Thinking for Educators toolkit that is currently offered to the public for free download is the second version. Design Thinking does not necessarily require specialized facilities, tools, and environments. Design thinking sessions in a higher educational setting can also be conducted on a shoestring budget. Hand-on guidelines fitting to the needs of typical university settings shall help to be able to conduct Design Thinking sessions within the context of normal university settings. Media management education has been acting as one sample scenario for performing these type of Design Thinking sessions.

AIGA has implemented a movement, DesignEd K12, to take designing thinking to schools. This movement is guided by volunteers and there is not a specific program to follow; instead volunteer designers introduce students to the design field and consequently, design thinking. DesignEd K12 intends to motivate students to use design thinking to solve problems; to create a network where designers, students, and educational professionals share best practices; to shape a recommended approach to teaching design; and to cultivate a passion for design among young people. Across the nation, many of AIGA's chapters are working

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with school districts. The programs range in scope; some mentor students who have shown an interest in design, while other programs offer students the opportunity to explore design and participate in design thinking projects within scheduled classed or through an after-school activity.

The University of Kentucky also has formalized instruction on design thinking through its dLab. The dLab serves a multitude of functions from helping schools resolve their issues with design thinking to conducting empirical experiments on design thinking to collaborating with outside organizations to provide issues that plague their organization. Radford University, located in Radford, Virginia, currently offers a Master of Fine Arts (MFA) degree in design thinking. The MFA degree offered is a completely online degree that emphasizes design thinking, design history, design research, design management, and design doing. The Johns Hopkins University Carey Business School and the Maryland Institute College of Art began offering an MBA/MA in design leadership in 2012. Students simultaneously earn a master of arts degree in design leadership from an art school as well as an MBA from a research institution.

The accountability to succeed on high-stakes standardized tests in K- 12 environments prevents the implementation of design thinking curriculum. Educators feel that focusing on classic curriculum will better prepare their students to perform well on these exams. Resistance to design thinking also springs from concerns about the appropriateness of applying design thinking to an educational setting. It has been argued that design thinking is best applied by professionals who know a field well. Therefore, K-12 students who are limited by their reduced understanding of both the field and their still developing intellectual capacities may not be best suited to design thinking activities.

Another more subtle obstacle to design thinking in schools may come from members of the academic community who believe design thinking should remain in the milieu of avant-garde companies. Other issues that may prevent the implementation of design thinking in scholastic settings may be a lack of awareness of the field, educators' uncertainty in implementing new approaches to teaching, and lack of institutional support.

The integration of ICT into teaching and learning presents many challenges that go beyond issues dealing with technical implementation. Some researchers have already claimed the limited effects of ICT adop-

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tion in learning; Considering the emphasis and the investment that has been placed on the use of ICT in formal learning settings it is important to identify where the problems are. In this regard, some voices of the educational community focus on the methods used for integrating ICT in teaching and learning. In this sense, the adoption of a design thinking mindset is regarded as a promising strategy to develop holistic solutions.

Design thinking in teaching and learning through ICT can be considered as similar activities. First, it's important to acknowledge that the type of problems faced by the educational community when adopting learning technology are unique, ill-defined and do not have clear solutions. This definition corresponds very well to the term wicked problems used by the design community. Secondly, similarly to what happens in design, the diversity of actors brings another layer of complexity that should be recognized. In this regard, collaboration between different stakeholders during the design process is another key issue that could contribute to develop more meaningful technologies for learning.

Design thinking has been outlined as a meaningful approach for facing wicked problems. The adoption of a design mindset helps understand that there can be many solutions for a given situation and that any design requires testing. From this perspective, bringing design thinking to learning design and design expertise to the development process of technological learning solutions can contribute to the creation of more holistic solutions in learning through ICT.

Design is the creation of a plan or convention for the construction of an object, system or measurable human interaction. Design has different connotations in different fields. In some cases, the direct construction of an object is also considered to use design thinking.

Designing often necessitates considering the aesthetic, functional, economic, and sociopolitical dimensions of both the design object and design process. It may involve considerable research, thought, modeling, interactive adjustment, and re-design. Meanwhile, diverse kinds of objects may be designed, including clothing, graphical user interfaces, skyscrapers, corporate identities, business processes, and even methods or processes of designing. Thus "design" may be a substantive referring to a categorical abstraction of a created thing or things (the design of something), or a verb for the process of creation as is made clear by grammatical context. It is an act of creativity and innovation.

More formally design has been defined as follows:

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(noun) a specification of an object, manifested by an agent, intended to accomplish goals, in a particular environment, using a set of primitive components, satisfying a set of requirements, subject to constraints;

(verb, transitive) to create a design, in an environment (where the designer operates)

Another definition for design is a roadmap or a strategic approach for someone to achieve a unique expectation. It defines the specifications, plans, parameters, costs, activities, processes and how and what to do within legal, political, social, environmental, safety and economic constraints in achieving that objective. Here, a "specification" can be manifested as either a plan or a finished product, and "primitives" are the elements from which the design object is composed.With such a broad denotation, there is no universal language or unifying institution for designers of all disciplines. This allows for many differing philosophies and approaches toward the subject.

The person designing is called a designer, which is also a term used for people who work professionally in one of the various design areas usually specifying which area is being dealt with (such as a fashion designer, concept designer, web designer or interior designer). A designer's sequence of activities is called a design process while the scientific study of design is called design science.

Another definition of design is planning to manufacture an object, system, component or structure. Thus the word "design" can be used as a noun or a verb. In a broader sense, the design is an applied art and engineering that integrate with technology. While the definition of design is fairly broad, design has a myriad of specifications that professionals utilize in their fields. Substantial disagreement exists concerning how designers in many fields, whether amateur or professional, alone or in teams, produce designs. Kees Dorst and Judith Dijkhuis, both designers themselves, argued that "there are many ways of describing design processes" and discussed "two basic and fundamentally different ways", both of which have several names. The prevailing view has been called "The Rational Model", "Technical Problem Solving" and "The ReasonCentric Perspective". The alternative view has been called "Reflection- in-Action", "Evolutionary Design", "co-evolution", and "The ActionCentric Perspective". The Rational Model was independently developed by Herbert A. Simon, an American scientist, and Gerhard Pahl and Wolfgang Beitz, two German engineering design theorists. It posits that:

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1.designers attempt to optimize a design candidate for known constraints and objectives,

2.the design process is plan-driven,

3.the design process is understood in terms of a discrete sequence of stages.

The Rational Model is based on a rationalist philosophy and underlies the waterfall model, systems development life cycle, and much of the engineering design literature. According to the rationalist philosophy, design is informed by research and knowledge in a predictable and controlled manner. Technical rationality is at the center of the process. Typical stages consistent with The Rational Model include the following:

Pre-production design

Design brief or Parti pris – an early (often the beginning) statement of design goals

Analysis – analysis of current design goals

Research. – investigating similar design solutions in the field or related topics

Specification – specifying requirements of a design solution for a product (product design specification) or service.

Problem solving – conceptualizing and documenting design solutions

Presentation – presenting design solutionsDesign during production

Development – continuation and improvement of a designed solution

Testing – in situ testing of a designed solution

Post-production design feedback for future designs

Implementation – introducing the designed solution into the environment

Evaluation and conclusion – summary of process and results, including constructive criticism and suggestions for future improvements

Redesign – any or all stages in the design process repeated (with corrections made) at any time before, during, or after production.

Each stage has many associated best practices.

The Rational Model has been widely criticized on two primary grounds:

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1.Designers do not work this way – extensive empirical evidence has demonstrated that designers do not act as the rational model suggests.

2.Unrealistic assumptions – goals are often unknown when a design project begins, and the requirements and constraints continue to change.

The Action-Centric Perspective is a label given to a collection of interrelated concepts, which are antithetical to The Rational Model. It posits that: designers use creativity and emotion to generate design candidates, the design process is improvised, no universal sequence of stages is apparent – analysis, design and implementation are contemporary and inextricably linked

The Action-Centric Perspective is based on an empiricist philosophy and broadly consistent with the аgile approach and amethodical development. Substantial empirical evidence supports the veracity of this perspective in describing the actions of real designers. Like the Rational Model, the Action-Centric model sees design as informed by research and knowledge. However, research and knowledge are brought into the design process through the judgment and common sense of designers – by designers "thinking on their feet" – more than through the predictable and controlled process stipulated by the Rational Model. Designers' con- text-dependent experience and professional judgment take center stage more than technical rationality.

At least two views of design activity are consistent with the ActionCentric Perspective. Both involve three basic activities. In the Reflec- tion-in-Action paradigm, designers alternate between "framing", "making moves", and "evaluate moves." "Framing" refers to conceptualizing the problem, i.e., defining goals and objectives. A "move" is a tentative design decision. The evaluation process may lead to further moves in the design.

In the Sensemaking-Coevolution-Implementation Framework, designers alternate between its three titular activities. Sensemaking includes both framing and evaluating moves. Implementation is the process of constructing the design object. The concept of the Design Cycle is understood as a circular time structure, which may start with the thinking of an idea, then expressing it by the use of visual and/or verbal means of communication (design tools), the sharing and perceiving of the expressed idea, and finally starting a new cycle with the critical rethinking of the perceived idea. Anderson points out that this concept

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