作者: Adulterate 時(shí)間: 2025-3-22 00:10 作者: 阻止 時(shí)間: 2025-3-22 04:27
Luciano Piergiovanni,Sara Limbocesses. At the same time, quite how and why design thinking works—in scientific terms—appeared an open question at first. Over recent years, empirical research has achieved great progress in illuminating the principles that make design thinking successful. Lately, the community began to explore an a作者: hypnogram 時(shí)間: 2025-3-22 07:07
https://doi.org/10.1007/978-3-642-11361-1over time. In this chapter, we propose a quadratic model for team performance that allows for monitoring, improving, and reflecting on design teams at the individual, interactional and environmental levels. This model is an extension of Bandura’s theory of reciprocal causation and a synthesis of con作者: ARENA 時(shí)間: 2025-3-22 10:38 作者: 不確定 時(shí)間: 2025-3-22 16:02
Food, Media and Contemporary Culturee work, such as fiction writing, have remained out of reach for crowds because work is tightly interdependent: changing one part of a story may trigger changes to the overall plot and vice versa. Taking inspiration from how expert authors write, we propose a technique for achieving interdependent co作者: 不確定 時(shí)間: 2025-3-22 17:58
Food, Media and Contemporary Culture fans and peers. However, sharing in-progress work can be technically and socially challenging in environments designed for sharing completed pieces. We propose an online creative community where sharing process, rather than showcasing outcomes, is the main method of sharing creative work. Based on 作者: moribund 時(shí)間: 2025-3-23 01:08
https://doi.org/10.1057/9781137463234atively design physical prototypes—an important part of the design process. We describe preliminary results from a formative study on how designers communicate and collaborate in design meetings around physical and digital artifacts. Addressing some limitations in current collaboration platforms and作者: Obliterate 時(shí)間: 2025-3-23 02:00
Conclusion: From Everyday to Global Politicsocontrollers, networking, and modular open-source software, these modules enable interaction modalities such as audio, video, tangible, and digital interfaces to be embedded into forms that go beyond traditional computing. In this paper, we outline the hardware and software components that make up t作者: 雄辯 時(shí)間: 2025-3-23 09:02 作者: 生存環(huán)境 時(shí)間: 2025-3-23 13:30
https://doi.org/10.1007/978-3-031-07834-7ents in a conversation can be understood as the linguistic equivalent of shifts of the focus of attention while designing. Focus shifts have a positive influence on ideational productivity. We therefore reason that low coherent speaker turns function as creative stimuli in team conversations. How th作者: Gorilla 時(shí)間: 2025-3-23 17:39 作者: exceptional 時(shí)間: 2025-3-23 21:01 作者: 不規(guī)則的跳動(dòng) 時(shí)間: 2025-3-24 01:11 作者: collagenase 時(shí)間: 2025-3-24 02:44
Cross-Cultural Differences in Food Choicenovation projects, they are attempting to increase employee motivation, team performance, innovation management, and the overall innovativeness of the whole organization. However, companies often struggle with the proper conceptualization of the place. As a result, they copy spatial setups from othe作者: 漫不經(jīng)心 時(shí)間: 2025-3-24 08:56 作者: 無王時(shí)期, 時(shí)間: 2025-3-24 12:28 作者: echnic 時(shí)間: 2025-3-24 17:15
https://doi.org/10.1007/978-3-319-60967-6Design Science; DTR; Hasso Plattner Institute; HPI; Stanford D-School; IT development; innovating creativi作者: Arable 時(shí)間: 2025-3-24 19:54
978-3-319-86971-1Springer International Publishing AG 2018作者: 否決 時(shí)間: 2025-3-25 00:02
2197-5752 ion.Highlights how design thinking can be used to foster colThis book summarizes the results of Design Thinking Research Program at Stanford University in Palo Alto, California, USA and the Hasso Plattner Institute in Potsdam, Germany. Offering readers a closer look at design thinking, its innovatio作者: 合乎習(xí)俗 時(shí)間: 2025-3-25 07:24
https://doi.org/10.1007/978-3-031-07834-7e influence on ideational productivity. We therefore reason that low coherent speaker turns function as creative stimuli in team conversations. How this works in practice we illustrate with a case study of an innovation team observed in the wild.作者: indoctrinate 時(shí)間: 2025-3-25 10:51
Quadratic Model of Reciprocal Causation for Monitoring, Improving, and Reflecting on Design Team Percepts from psychology, semiotics, improvisational theater, evolutionary biology, design thinking and innovation practice. We describe the development of the model based on cases of student behavior from a graduate level design course, and discuss its implications for design practice and design research.作者: Expertise 時(shí)間: 2025-3-25 12:32 作者: scoliosis 時(shí)間: 2025-3-25 18:06
“… and not building on that”: The Relation of Low Coherence and Creativity in Design Conversationse influence on ideational productivity. We therefore reason that low coherent speaker turns function as creative stimuli in team conversations. How this works in practice we illustrate with a case study of an innovation team observed in the wild.作者: Plaque 時(shí)間: 2025-3-25 20:24 作者: Extort 時(shí)間: 2025-3-26 03:40
https://doi.org/10.1007/978-3-642-11361-1e characterized by three dimensions: the activity level (active or passive), a social aspect (group or individual) and the distance to the project (related or unrelated to the project). Furthermore, we discuss the effect of these different characteristics on the team and relate our findings to research from other areas.作者: 是他笨 時(shí)間: 2025-3-26 05:21
Book 2018tute in Potsdam, Germany. Offering readers a closer look at design thinking, its innovation processes and methods, it covers topics ranging from how to design ideas, methods and technologies, to creativity experiments and creative collaboration in the real world, and the interplay between designers 作者: 因無茶而冷淡 時(shí)間: 2025-3-26 09:46
Food, Media and Contemporary Culturek. In a field experiment, Mechanical Novel resulted in higher-quality stories than an iterative crowdsourcing workflow. Our findings suggest that orienting crowd work around high-level goals may enable workers to coordinate their effort to accomplish complex work.作者: Femish 時(shí)間: 2025-3-26 13:56 作者: Magisterial 時(shí)間: 2025-3-26 17:12 作者: 縮減了 時(shí)間: 2025-3-26 23:42 作者: 帶來墨水 時(shí)間: 2025-3-27 03:38 作者: CIS 時(shí)間: 2025-3-27 05:30
The Interaction Engined Interaction Engines to understand issues and opportunities presented by this model. In describing the framework and case studies, we intend to shift designer’s thinking of computer as product to computer as material to create new interactive devices.作者: 開玩笑 時(shí)間: 2025-3-27 13:28
Luciano Piergiovanni,Sara Limbo to our comprehension of basic principles. This chapter makes a start in revisiting design thinking history with the aim of explicating scientific understandings that inform design thinking practices today. It offers a summary of creative thinking theories that were brought to Stanford Engineering in the 1950s by John E. Arnold.作者: GROSS 時(shí)間: 2025-3-27 14:55
https://doi.org/10.1057/9781137463234ty (AR) for rendering of the remote participant and a pair of linked actuated tabletop tangible interfaces that acts as the participant’s shared physical workspace. We propose the use of actuated tabletop tangibles to synchronously render complex shapes and to act as physical input.作者: 來自于 時(shí)間: 2025-3-27 20:03
Food and Diet in ‘Official’ Nationalismrsion and the MOOC prototype are reported and discussed. We end this chapter by presenting deduced ideas for an . iteration and future digital design thinking learning units and propose adaptations for the openHPI platform to facilitate design thinking education in a MOOC environment.作者: 牛馬之尿 時(shí)間: 2025-3-28 00:23 作者: invert 時(shí)間: 2025-3-28 02:48
Theoretical Foundations of Design Thinking, to our comprehension of basic principles. This chapter makes a start in revisiting design thinking history with the aim of explicating scientific understandings that inform design thinking practices today. It offers a summary of creative thinking theories that were brought to Stanford Engineering in the 1950s by John E. Arnold.作者: nonplus 時(shí)間: 2025-3-28 09:09 作者: motivate 時(shí)間: 2025-3-28 10:27 作者: discord 時(shí)間: 2025-3-28 17:21 作者: regale 時(shí)間: 2025-3-28 21:03
Theoretical Foundations of Design Thinking,cesses. At the same time, quite how and why design thinking works—in scientific terms—appeared an open question at first. Over recent years, empirical research has achieved great progress in illuminating the principles that make design thinking successful. Lately, the community began to explore an a作者: DNR215 時(shí)間: 2025-3-28 23:55
Quadratic Model of Reciprocal Causation for Monitoring, Improving, and Reflecting on Design Team Perover time. In this chapter, we propose a quadratic model for team performance that allows for monitoring, improving, and reflecting on design teams at the individual, interactional and environmental levels. This model is an extension of Bandura’s theory of reciprocal causation and a synthesis of con作者: 情感脆弱 時(shí)間: 2025-3-29 04:16 作者: 袋鼠 時(shí)間: 2025-3-29 10:23
Mechanical Novel: Crowdsourcing Complex Work Through Reflection and Revisione work, such as fiction writing, have remained out of reach for crowds because work is tightly interdependent: changing one part of a story may trigger changes to the overall plot and vice versa. Taking inspiration from how expert authors write, we propose a technique for achieving interdependent co作者: 話 時(shí)間: 2025-3-29 12:22 作者: Rotator-Cuff 時(shí)間: 2025-3-29 19:26
Investigating Tangible Collaboration for Design Towards Augmented Physical Telepresenceatively design physical prototypes—an important part of the design process. We describe preliminary results from a formative study on how designers communicate and collaborate in design meetings around physical and digital artifacts. Addressing some limitations in current collaboration platforms and作者: insomnia 時(shí)間: 2025-3-29 23:25
The Interaction Engineocontrollers, networking, and modular open-source software, these modules enable interaction modalities such as audio, video, tangible, and digital interfaces to be embedded into forms that go beyond traditional computing. In this paper, we outline the hardware and software components that make up t作者: 笨拙處理 時(shí)間: 2025-3-30 00:05
Making the Domain Tangible: Implicit Object Lookup for Source Code Readability all parties develop a shared vocabulary, which is above all a list of named concepts and their relationships to each other. Nowadays, many programmers favor object-oriented programming because it allows them to directly represent real-world concepts and interactions from the vocabulary as code. How作者: 游行 時(shí)間: 2025-3-30 06:52
“… and not building on that”: The Relation of Low Coherence and Creativity in Design Conversationsents in a conversation can be understood as the linguistic equivalent of shifts of the focus of attention while designing. Focus shifts have a positive influence on ideational productivity. We therefore reason that low coherent speaker turns function as creative stimuli in team conversations. How th作者: Meditate 時(shí)間: 2025-3-30 10:41 作者: 領(lǐng)巾 時(shí)間: 2025-3-30 13:04
Creativity in the Twenty-first Century: The Added Benefit of Training and Cooperationvation and creativity under the assumption that groups of people tend to produce more creative ideas than individuals. Research has so far shown mixed results with some finding enhanced creativity in teams while others showing the opposite effect. A short literature review of team creativity and how作者: 事情 時(shí)間: 2025-3-30 18:58 作者: 商談 時(shí)間: 2025-3-30 21:56
From Place to Space: How to Conceptualize Places for Design Thinkingnovation projects, they are attempting to increase employee motivation, team performance, innovation management, and the overall innovativeness of the whole organization. However, companies often struggle with the proper conceptualization of the place. As a result, they copy spatial setups from othe作者: 正論 時(shí)間: 2025-3-31 03:28 作者: Engaged 時(shí)間: 2025-3-31 08:33 作者: Arable 時(shí)間: 2025-3-31 12:10