Course Description
This course introduces design thinking and its application to developing new products, services, and business organizations. Design Thinking is a human-centered, interdisciplinary approach to innovation. Design Thinking aims to help companies large and small (eg startups) to change and innovate. The design thinking practiced in this course partially follows the IDEO approach which combines creative thinking and logical or rational thinking, and involves processes consisting of empathy, ideas, and prototypes. Students will study design principles, methodologies and frameworks, and apply them through exercises and projects. This course is divided into four main aspects, all of which are interconnected but also emphasized separately: (1) design methodology (e.g. design process, ethnographic research, brainstorming, integrative thinking, design roles, team composition), (2) the "thing" to be designed (e.g. product, service or the business itself), e.g. business model ), (3) human attitudes and behavior (towards design), and (4) design context. Design context refers to the broader emerging context for design and business, in particular, society (including different cultures, user personas and physical environments). Learning will be primarily experiential - through case analysis, group exercises and team projects. Prototypes using easily accessible materials will be expected and guest speakers with practical experience in Design Thinking may also be invited to support learning. design roles, team composition), (2) the "thing" to be designed (for example, the product, service, or the business itself), for example a business model), (3) attitudes and human behavior (towards design), and (4) design context. Design context refers to the broader emerging context for design and business, in particular, society (including different cultures, user personas and physical environments). Learning will be primarily experiential - through case analysis, group exercises and team projects. Prototypes using easily accessible materials will be expected and guest speakers with practical experience in Design Thinking may also be invited to support learning. design roles, team composition), (2) the "thing" to be designed (for example, the product, service, or the business itself), for example a business model), (3) attitudes and human behavior (towards design), and (4) design context. Design context refers to the broader emerging context for design and business, in particular, society (including different cultures, user personas and physical environments). Learning will be primarily experiential - through case analysis, group exercises and team projects. Prototypes using easily accessible materials will be expected and guest speakers with practical experience in Design Thinking may also be invited to support learning. (3) human attitudes and behavior (towards design), and (4) design context. Design context refers to the broader emerging context for design and business, in particular, society (including different cultures, user personas and physical environments). Learning will be primarily experiential - through case analysis, group exercises and team projects. Prototypes using easily accessible materials will be expected and guest speakers with practical experience in Design Thinking may also be invited to support learning. (3) human attitudes and behavior (towards design), and (4) design context. Design context refers to the broader emerging context for design and business, in particular, society (including different cultures, user personas and physical environments). Learning will be primarily experiential - through case analysis, group exercises and team projects. Prototypes using easily accessible materials will be expected and guest speakers with practical experience in Design Thinking may also be invited to support learning. and team projects. Prototypes using easily accessible materials will be expected and guest speakers with practical experience in Design Thinking may also be invited to support learning. and team projects. Prototypes using easily accessible materials will be expected and guest speakers with practical experience in Design Thinking may also be invited to support learning.
Program Objectives (PO)
- 1. Memahami nilai inovasi untuk organisasi, perekonomian dan masyarakat
- 2. Menerapkan inovasi dan proses inovasi di dalam organisasi
- 3. Memahami hubungan antara inovasi, design thinking dan kewirausahaan
- 4. Menerapkan tahapan proses design thinking ke dalam proyek inovasi
- 5. Menghasilkan keputusan strategis di bidang desain dan inovasi berdasarkan analisis informasi dan data, dan memberikan petunjuk dalam memilih