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Design thinking: estruturantes teórico-metodológicos inspiradores da inovação escolar / Design thinking: inspiring theoretical-methodological structuring for school innovationBechara, João José Bignetti 26 April 2017 (has links)
O Design Thinking tem sido aplicado na educação básica em diversos países do mundo. Práticas educativas do Design Thinking, teórico-metodologicamente investigadas nos projetos pedagógicos das escolas, tornam-se relevantes para a compreensão da multidimensionalidade do fenômeno educativo nas escolas. O objetivo desta investigação é pesquisar as contribuições do Design Thinking que possam inovar os estruturantes teóricos e metodológicos dos projetos pedagógicos da educação básica. Uma jornada científica exploratória na revisão de estudos existentes revelou a importância da perspectiva do Design Thinking. A investigação sob a perspectiva de pesquisa participante, de cunho qualitativo, com imersão longitudinal em escola pública estadual de tempo integral, permitiu avaliar e compreender seu contexto (entrevistas semiestruturadas, participação nas ATPC Aula de Trabalho Pedagógico Coletivo, questionários com sondagem diagnósticas, grupos focais, acompanhamento de projetos escolares). Como resultado foi verificado que o Design Thinking oferece oportunidades de formação permanente; de entendimento dos desafios contextuais e das oportunidades de implementação de projetos inovadores com avaliação realizada pela perspectiva do conhecimentona-ação/compreensão-na-reflexão para direcionamento de práticas mais transformadoras de seus estruturantes teórico-metodológicos (planejamento, formação permanente, avaliação/recuperação). A relevância desta investigação foi compreendida pela ação e na ação dos sujeitos envolvidos em projetos apoiados pelas Tecnologias de Informação e de Comunicação que se tornaram protagonistas do processo educativo. Estratégias e habilidades complexas de avaliar a aprendizagem dos alunos e desenvolvimento de competências previstas no currículo escolar inspiradas pela abordagem do Design Thinking tornaram-se terreno fértil para formação permanente do professor. Orientaram novos modos de planejar e de avaliar aprendizagens integradas aos conteúdos curriculares além de formar professores para aspectos importantes do planejamento político-pedagógico da escola. O Design Thinking mostrou-se promissor também como estratégia metodológica alternativa de pesquisa. / Design Thinking has been applied in basic education in several countries all over the world. Educational practices of Design Thinking, theoretical and methodologically investigated in educational projects of schools, become relevant for understanding the multidimensionality of the education phenomenon in schools. The purpose of this research is to investigate the contributions of Design Thinking that may innovate the theoretical and methodological structuring in pedagogical projects on basic education. An exploratory scientific journey into the review of existing studies has revealed the importance of the Design Thinking perspective. The inquiry from the perspective of participant research, of qualitative nature, with longitudinal immersion in a full-time state public school, allowed to evaluate and to understand its context (through semi-structured interviews, participation in ATPCs - Collective Pedagogical Work Class, questionnaires for diagnostic survey, focus groups, monitoring of school projects). As a result it has been found that Design Thinking provides opportunities for continuing education; for understanding the contextual challenges and the opportunities for implementing innovative projects with assessment from the perspective of knowledge-in-action / understanding-in-reflection for directing more transforming practices of its theoretical-methodological structuring (planning, continuing education, evaluation / recovery). The relevance of this research was understood through the action and in the action of participants involved in projects supported by Information and Communication Technologies, who have became protagonists in the educational process. Complex strategies and skills for assessing student learning and for developing competencies included in the school curriculum inspired by the Design Thinking approach have become fertile ground for continuing education for teachers. They have guided new ways for planning and evaluating integrated learning in curricular content, as well as training teachers in important aspects of the schools political-pedagogical planning. Design Thinking also proved promising as a methodological alternative research strategy.
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Um framework para mapeamento de processos As Is apoiado por design thinkingDUTRA, Danilo Lima 17 August 2015 (has links)
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Previous issue date: 2015-08-17 / Em Gestão de Processos de Negócio (do inglês, Business Process Management ou BPM), a fase de mapeamento do processo As Is compreende o trabalho de identificação e modelagem do processo que realmente é executado. O mapeamento é crucial para entender como os processos da organização estão sendo conduzidos e possibilitar uma análise das possíveis melhorias. Em organizações com pouca ou nenhuma maturidade em BPM, a documentação sobre processos é escassa e normalmente o conhecimento sobre eles está concentrado nos especialistas do negócio (pessoas que participam do processo executando, gerenciando ou monitorando atividades específicas dentro dele). Neste cenário, o analista de processos tem o desafio de extrair dos especialistas o máximo de informações sobre o processo. Como forma de garantir um mapeamento de processos centrado no humano, foi proposta a construção de um Framework para Mapeamento de Processos As Is, com uma metodologia que oriente desde a escolha da equipe de mapeamento até o mapeamento do processo As Is. Este Framework faz uso de conceitos do Design Thinking (DT), para trabalhar a análise e solução de problemas de forma colaborativa, de modo a definir técnicas, ferramentas e artefatos mais adequados para mapeamento junto à equipe. Para avaliar o Framework proposto, um estudo de caso é discutido. Nesse estudo o Framework foi aplicado em sua completude dentro de uma organização, onde foi realizado o mapeamento de seus processos com o objetivo de analisar como estavam sendo conduzidos e identificar oportunidades de melhoria. O estudo de caso mostrou resultados importantes que apontam os benefícios da utilização do Framework para o cenário proposto. Por fim, é importante ressaltar que essa dissertação contribui com a proposta de um Framework que seja flexível e, portanto, deve ser considerado como um "cardápio" de alternativas para apoiar o analista de processos na etapa de mapeamento. / Business Process Management (BPM), the mapping phase of the As Is process includes the identification and modeling of the process that actually runs. Mapping is crucial to understand how the organization's processes are being conducted and enable an analysis of possible improvements. In organizations with few or none BPM maturity, documentation about processes is scarce and usually the knowledge of them is concentrated in the business experts (people who participate in the running process, managing or monitoring specific activities within it). In this scenario, the process analyst has the challenge of extracting from the experts as much information about the process as can get. In order to ensure a human centered process mapping, it was proposed the construction of a Framework for Process Mapping As Is, with a methodology that guides from the choice of the mapping team to the mapping process As Is. This Framework makes use of the Design Thinking concepts (DT), who works the analysis and troubleshooting collaboratively, to define best suited techniques, tools and artifacts with the team. To evaluate the proposed Framework, a case study is discussed. In this study the framework was entirely applied in an organization, which was carried out mapping of its processes in order to analyze how they were being conducted and identify opportunities for improvement. The case study showed significant results that link the benefits of using the Framework to the proposed scenario. Finally, it is important to note that this dissertation contributes to the proposal for a framework that is flexible and therefore should be considered a "menu" of alternatives to support the process analyst on the mapping phase.
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Creadtivity: um processo que integra design thinking e técnicas de criatividadade na elicitação de requisitos de softwareVALENÇA, Marcello Cysneiros Landim 10 June 2016 (has links)
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Previous issue date: 2016-06-10 / As soluções de Tecnologia da Informação vêm se tornando cada vez mais parte da vida cotidiana
das pessoas, e com isso as exigências sobre a utilidade e a usabilidade têm crescido continuamente.
Os problemas a serem resolvidos estão cada vez mais complexos, e as técnicas tradicionais
utilizadas pelos engenheiros de software para encontrar oportunidades e resolver problemas nem
sempre conseguem atingir o seu objetivo e, quando o fazem, nem sempre chegam a produtos que
satisfaçam os usuários e tragam vantagem competitiva para a empresa. A verdade é que os produtos
de TI dependem, cada vez mais, da dinâmica da vida social, que não são primariamente a
preocupação da engenharia, mas do design. Nesse contexto, o Design Thinking fornece uma
metodologia para elicitar as necessidades dos usuários, produzindo uma série de protótipos rápidos
e simples que eventualmente convergem para soluções inovadoras. Já as técnicas de criatividade
possuem uma grande capacidade de geração de novas ideias, o que pode ajudar na elicitação de
requisitos. Para integrar a filosofia do Design Thinking e as técnicas de criatividade, unindo assim
os conceitos do design com a exploração de novas ideias, um processo estruturado foi proposto.
Este trabalho descreve esse processo, chamado de Creadtivity, que integra a metodologia do Design
Thinking com técnicas de criatividade para elicitação de requisitos de software, visando promover a
inovação. Espera-se que este processo possa ser utilizado para ampliar as habilidades das equipes de
TI para resolver problemas de forma criativa. Uma primeira avaliação do processo foi realizada
através da aplicação do processo em uma empresa de desenvolvimento de software e da utilização
de um questionário para coletar os dados. Uma segunda avaliação foi feita através de um
experimento para a utilização do processo por alunos de mestrado e posterior comparação dos
protótipos gerados, realizada pelos stakeholders e especialistas em design. Como resultado das duas
avaliações, o Creadtivity se mostrou fácil de ser aprendido e utilizado, sistemático e possível de ser
integrado com outros processos e técnicas. Já o resultado da comparação dos protótipos mostrou
que o protótipo gerado pela equipe que utilizou o Creadtivity possui indícios de inovação. / IT solutions are becoming more and more part of people’s everyday life, and with that the demands
on usefulness and usability have been growing continuously. The problems to be solved are
increasingly complex, and traditional techniques used by software engineers to find opportunities
and solve problems do not always manage to achieve their goals and, when they do, the result is not
always a product that satisfies users and brings competitive advantage to the company. The truth is
that IT products deeply depend on social life dynamics, which are primarily not the concern of
engineering but of design. In this context, Design Thinking provides a methodology to elicit user
needs, producing a series of quick and simple prototypes that eventually converge to innovative
solutions. In addition, creativity techniques have a great capacity to generate new ideas, which can
help in the requirements elicitation. To integrate the philosophy of design thinking with creativity
techniques, thus uniting concepts of design with the exploitation of new ideas, a structured process
was proposed. This paper describes this process, called Creadtivity, which integrates the Design
Thinking methodology with creativity techniques for software requirements elicitation, in order to
reach innovation. The aim is that this process can be used to expand the skills of IT teams to solve
problems creatively. A first evaluation of the process was carried out by applying the process in a
software development company and by using a questionnaire to collect data. A second evaluation
was performed through an experiment for the use of the process by master's students and
subsequent comparison of the prototypes generated, getting the opinion of stakeholders and experts
in design. As a result of the two assessments, Creadtivity proved to be easy to be learned and used,
systematic and possible to be integrated with other processes and techniques. In addition, the result
of the comparison of the prototypes showed that the prototype generated by the team using
Creadtivity has indication of innovation.
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Vývoj nového produktu s využitím přístupu design thinking / New Product Development Using Design Thinking ApproachŠkolová, Alena January 2015 (has links)
The subject of this thesis is an innovation process using design thinking approach and resulting in a potentially successful new product, a board game. The first part reflects the theoretical approaches to innovation in general, the division innovation by various aspects and the models of the innovation process. Further is presented approach design thinking in more details, because this approach will be applied of the specific case of new product development in the practical part. The theoretical part is closed by methods financial evaluation of investments, which will help to evaluate a new product economically. The practical part begins with a description of the object of the innovation process and introduction of market of board games. This is followed by development a new product by design thinking approach, which is divided into phases inspiration, ideation and implementation. The result of the innovation process is a board game, that reacts and responds to the needs and wishes of potential customers, because of the empathy in the initial phase. Its economic viability was confirmed through the application of some methods of financial evaluation of investments.
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Exploring the Impact of Design Thinking on Creativity in Preservice TeachersBrannon, Megan Elizabeth 28 April 2022 (has links)
No description available.
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Biomimicry-driven Design for Sustainable Construction Equipment : Developing an autonomous sensor cleaning system / Biomimikry-driven design för hållbara anläggningsmaskiner : Utveckling av ett autonomt sensorrengöringssystemJönsson, André, Claesson, Oscar January 2023 (has links)
The reliance on fossil fuels needs to be fizzled out from every part of modern society. Construction equipment is one industry in which the transition away from fossil fuels is underway in favor of electric vehicles. The transition to electric vehicles is affecting the entire system of construction sites, including enhanced feasibility and incentive for increased autonomy. This thesis aims at identifying system-level design implications stemming from the electric transition of construction equipment. By using biomimicry and drawing inspiration from nature, the goal is to produce a functioning product that fulfills the requirements created based on the needs of the users. Within this thesis, Design Thinking is used to identify the needs in theconstruction equipment sector which are then used as the input for an iterative process of reverse biomimetics. The resulting concepts are tested and evaluated in several design sprints, the findings from which result in the final solution. Aided by the Design Thinking methodology human-centered approach, the solution is optimized for the users. A total of 25 needs were identified within eight different categories. A total of seven design sprints were conducted with the findings accumulating in a sensor cleaning system for autonomous vehicles inspired by the pendulum-like oscillating motion of mammals shedding precipitation. Biomimicry is identified as a promising tool to aid in the creative process by introducing novel perspectives and approaches to the problem space. The evolving development and use of autonomous constructionequipment results in the need for clear and unhindered sensor systems which the solution developed in this thesis provides. / Användandet av förbränningsmotorer behöver forslas ut från varje del av det moderna samhället. Konstruktionsindustrin är i starten av övergången till elektriska maskiner. Det är en markant övergång som påverkar varje del av byggarbetsplatsen, i synnerhet motivet till att använda autonoma maskiner som lösning på den mindre energidensitet eldrivna anläggningsmaskiner innebär. Den här uppsatsen undersöker vilka design implikationer som berörs från den elektriska övergången på ett systemperspektiv kring använd- nignen av anläggningsmaskiner, och hur de ska lösas. Som stöd för att lösa de implikationerna används biomikry. Genom att använda biomikry sökes den lösningen som bäst uppfyller de design implika- tionerna som uppstått och behoven som utforskatts. Inom den här uppsattsen används Design Thinking for att identifiera de behoven som uppstått inom industrin. De fynden blir basen för an- vändandet av en specifik del av biomimikry, nämnligen motsatt biomi- tik. De koncepten som utvecklas testas och evalueras i flera så kallade Design sprints, där fynden från flera Design sprints utformar slut- lösningen. Med stöd från människofokuset av Design Thinking blir slutlösningen direkt optimerad för användaren. Totalt 25 behov identifierades inom åtta kategorier. Totalt sju Design sprints utfördes där de induviduella resultaten utformade en slutlös- ning i form av ett sensortvättsystem för autonoma fordon, vilket tagit inspiration från den svängande rörelsen som används av däggdjur för att få bort vatten. Lösningen innebär ohindrad funcktunalitet av sen- sorerna på autonoma anläggningsmaskiner oberoende av väder eller klimat. Biomimikry har identifierats som ett lovande verktyg för att öka den kreativa processen genom att introducera nytänkande perspektiv där problemet adresseras på ett annorlunda sätt. Det utökade behovet för autonoma anläggningsmaskiner har resulterat i ett ohindrade sensor rengöringssystem vilket är specifikt det den här uppsatsen behandlar.
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[pt] O DESIGNER COLECIONADOR: CARACTERÍSTICAS E PARTICULARIDADES DE SEU PENSAMENTO PROJETUAL / [en] THE DESIGNER COLLECTOR: CHARACTERISTICS AND PARTICULARITIES OF HIS DESIGN THINKINGLEONARDO CARDOSO EYER JORAS 26 September 2023 (has links)
[pt] Esta pesquisa surgiu de meu interesse em investigar as relações entre
colecionar e projetar em design. Entendendo que todo designer durante a carreira
constrói uma coleção de conhecimentos e informações particular. Investigamos
quais seriam as influências exercidas pelo ato de colecionar sobre o pensamento
dos designers. Pressupomos que os designers que colecionam, desenvolvem
relações entre este processo e o seu modo de pensar projetos. Para verificar esta
hipótese foi realizada uma revisão bibliográfica, na qual pesquisamos os diferentes
aspectos do Design Thinking e do colecionismo descritos na literatura, tais como
suas formas, características, metodologias e processos. Posteriormente, foi feita
uma pesquisa qualitativa realizada através de entrevistas semiestruturadas com
designers colecionadores para avaliar as relações existentes entre seus modos de
colecionar e projetar. A partir da revisão bibliográfica e das entrevistas, foram
especificadas as relações e características comuns existentes nas práticas exercidas
por designers colecionadores. Desta forma validamos a hipótese e definimos as
relações existentes entre ambas as práticas, demonstrando como projetos
desenvolvidos por designers colecionadores se diferenciam e são influenciados por
práticas colecionistas tanto em seus métodos de desenvolvimento como em seus
processos criativos. Eles constroem narrativas que refletem seus gostos, desejos e
personalidades, sempre se utilizando de duas metodologias paralelas, distintas e
sobrepostas: uma pertencente ao seu universo particular e outra comum ao universo
dos designers colecionadores. / [en] This research emerged from my interest in investigating the relationship
between collecting and projecting in design. Understanding that every designer
during his career builds a particular collection of knowledge and information, we
investigated what would be the influences exerted by the act of collecting on the
designers thinking. We assume that designers who collect develop relationships
between this process and their way of thinking about projects. To verify this
hypothesis, a literature review was carried out, in which we researched the different
aspects of Design Thinking and collecting described in the literature, such as their
forms, characteristics, methodologies and processes. Subsequently, qualitative
research was carried out through semi-structured interviews with Designers
Collectors to assess the existing relationships between their ways of collecting and
designing. Based on the bibliographic review and the interviews, the relationships
and common characteristics existing in the practices carried out by Designers
collectors were specified. By doing this, we validate the hypothesis and define the
existing relationships between both practices, demonstrating how projects
developed by Designers Collectors differ and are influenced by collecting practices
in their development methods and in their creative processes. They build narratives
that reflect their tastes, desires and personalities, always using two parallel, distinct
and overlapping methodologies: one belonging to their particular universe and the
other common to the universe of designers collectors.
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An investigation of integrated woven electronic textiles (e-textiles) via design led processesVeja, Priti January 2015 (has links)
Electronic textiles (e‐textiles) are created by the amalgamation of electronics and textiles, where electronics are integrated into or onto fabric substrates. Woven textiles are specifically considered in this thesis to integrate electronics into textiles' orthogonal architecture. This thesis investigates 'How can the weaving process be manipulated to make woven e-textiles with integrated electronics?' The methodological approach taken is practice based research carried out via a technical materials approach and creative craft methods. An investigation of woven e-textiles through design led practice and woven expertise is presented. Previously, woven e-textiles have been investigated either via technical material approaches, (where the main emphasis remains on function) or via creative craft methods, (which emphasise experimental forms, manipulate integration methods and apply craft based knowledge). Both of these approaches have presented only limited investigation of unobtrusive integrated electronics in woven e-textiles, and woven structures have not been fully utilised to support the integration. The research applies reflective practice through a design process model; this is based on the researcher's previous weaving expertise and designing methods. The work investigates how woven construction may be manipulated to develop novel integrated woven e-textiles. It was found that five woven approaches were particularly of value for electronics integration. These were the use of double cloth, the integration of multiple functions into the textiles as part of the weaving, the use of complex weaving techniques to attach and integrate components, the use of inlay weft weaving and the manipulation of floats (free floating threads). The thesis makes original contributions to knowledge, including identification of key stages in the woven e-textile design process, identification and application of advanced weaving techniques to facilitate integrated woven e-textiles, and compilation of a systematic record of woven e-‐textile techniques as a technical woven repository. Underpinning design principles that influence the developed e-textile outcomes are identified. A range of woven e-textile samples are designed and made. Three specific examples including an actuator ('RGB colour mixer'), a circuit ('corrugated pleat LED v2') and a soft module ('battery holder module v4'), are described in detail to illustrate their development using the e-textile design process model. The knowledge gained has potential to be applied to industrial woven processes for e-textiles.
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Le projet organisant et la dynamique des acteurs dans le projet d'aménagement pour une pensée du projet "par" le designDe Blois, Michel January 2007 (has links)
Mémoire numérisé par la Division de la gestion de documents et des archives de l'Université de Montréal.
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Boomerang Studio: Community Design for ActionWalton, Jessica 01 January 2016 (has links)
An arts education space, focusing on concepts of design thinking aimed at providing low income middle and high school teens of color the opportunity to learn about interior design, architecture and crafts. Ultimately, Boomerang Studio hopes to engage students in the world of design as a means of creating greater diversity within these disciplines.
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