Design Thinking Applications and Innovation

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This assignment delves into the concept of design thinking and its diverse applications across different domains. It examines how design thinking facilitates innovation by promoting user-centered approaches, iterative prototyping, and collaborative problem-solving. The provided readings highlight the theoretical foundations of design thinking, its practical implementations in education, business, and healthcare, and its impact on shaping innovative solutions.

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Running head: BLOGS
Blogs
Name of the Student
Name of the University
Author Note

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BLOGS
Design What?
This was my first lecture of the Design it classes that was about to be a consecutive process of
twelve weeks. After entering the class I found almost every one new as most of them where from
abroad or unknown to me and we all were excited about the classes but in true we all were not
aware of what we are going to learn and what the professors will teach us. In the Moodle we had
been provided with the lecture notes that I had gone through and I was completely prepared for
the first class. This first lecture was an introductory class in which I get to know that what I am
going to learn and what is the ‘design it’ and what I will have to design. I was introduced with
the questions that were already running in my mind that were: what is design? And which type of
thinking will be considered in the whole class including some tools such as brainstorming,
visualization, bootstrapping, and many others. I understand the meaning of design and what I
will have to design and I will have to present my innovative thoughts to make the things better.
Design Process
This is my second week in the class design it in which I get to learn about the various processes
that contribute to the design thinking processes. This class introduces me with the tools such as
brainstorming and application of these tools on how I could be able to collect information from
these tools. A video presentation had been presented by the professor about the organization
IDEO that was very much effective and worth of appreciation that helped in understanding the
brainstorming in easy and effective manner.
This lecture was helpful in assisting me with the brainstorming and processes that will be helpful
in collecting information and implementing that information into the competitive market and go
ahead of competing organization.
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Design theory
ACTIVITY/EXPERIENCE DESCRIPTION:
This was the third week of design it classes in which we were about to learn about the design
thinking, which was all about data analysis and evaluation of those data and cohort the best way
to make the poster through the ideal approaches. It is all about to understand the hidden models
and speculations of the outline thinking practice and also helped in learning the nature of DT.
THOUGHTS AND FEELINGS DURING THE ACTIVITY:
The class started with DT and various angles could be presented for the focalized and different
learning theories and activity researches. I was feeling very excited about the class and
imagining the real world with the design theory.
THOUGHTS AND FEELINGS AFTER THE ACTIVITY:
The aspects and objectives that were being taught by the profdessor had been learned carefully
and I am ready to implement these theories in the real world with my new and innovative
thoughts.
WHAT CAN YOU LEARN FROM THIS ACTIVITY?
This lecture helped me learning how to manage the aspects related to the management problem
in the relaworld and I am looking fporward to make it happen through eliminating the mistakes
tht I had been doing earlier.
Design Problem
ACTIVITY/EXPERIENCE DESCRIPTION:
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This is the thrid week of design it and this week is about the design problem and lecture is based
on the problem solving and problem finding as two different approaches with different
importance. The whole lecture was based on thiese two topics I was very excited as the lecture
had already told that it will be a group activity.
THOUGHTS AND FEELINGS DURING THE ACTIVITY:
Lecturer provided us with a paper in which several circles have been drawn I was totally
confused at the starting but after his approach I started thinking about my innovative thoughts
and those came up with better results for me. I draw various objects on that sheet. After that we
involved in the brainstorming activity in a group activity and firstly find the problems and based
on that followed by the problem solving activities.
THOUGHTS AND FEELINGS AFTER THE ACTIVITY:
I became confoidenyt about searching the problems and solving them in the activities that are
being happening in m,ycurrent life and also implement these learnings in my future activities.
This has changed my perspective of problem solving methods.
WHAT CAN YOU LEARN FROM THIS ACTIVITY?
I learnt the effective ways of problem finding and problem solving methods and also get to know
about the brainstorming process and how it could be helpful in solving problems.
Design Research 1
ACTIVITY/EXPERIENCE DESCRIPTION:

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BLOGS
This is the fifth week of design it and we are moving forward with new activity that is also
another group activity in which I had to grouped with other two friends and then we had to make
analysis about an organization and then we had to draw journey mapping and mind mapping.
THOUGHTS AND FEELINGS DURING THE ACTIVITY:
I was totally untouchable with any of such activities and this was my very first activity related to
the dta analysis and mapping the data that we had collected about the organization. But as the
time passes after few hours I started feeling awesome and was completely involved in the
activity.
THOUGHTS AND FEELINGS AFTER THE ACTIVITY:
After competing the activity I saw my sheet and I was completely satisfied with my work
however, it was not the perfect one journey mapping but I had drawn first time anything like this.
I am not completely aware with the journey mapping, mind mapping , and value chain analysis
and based on these findings I can explore more innovative ideas.
WHAT CAN YOU LEARN FROM THIS ACTIVITY?
Design Research 2
ACTIVITY/EXPERIENCE DESCRIPTION:
This is the sixth week of design it in which we are about to learn about the design research 2.
This lecture is all about differentiating between the types of data colected that were primary and
secondary sources. This was a completely new observation for me. Video was played that was
actually a murder case with 1 changes and we had to identify the changes.
THOUGHTS AND FEELINGS DURING THE ACTIVITY:
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I was feeling not much excited because I thought we are going to extend the learning of last
week but after listening the contents my excitement level increased as it was in earlier classes.
THOUGHTS AND FEELINGS AFTER THE ACTIVITY:
I was feeling that I have learned something new and that could be applicable in real life. It wa a
fun class with the case solving approach and an awesome feeling.
WHAT CAN YOU LEARN FROM THIS ACTIVITY?
I learnt the importance of observation and difference between the primary and secondary dta
siurces that could be applicable in fionding the changes or descriminations that are based on
careful observation. I also learnt about different interviews and tips that could help me collecting
information from better resources
Design Prototype
ACTIVITY/EXPERIENCE DESCRIPTION:
This is the seventh week another exciting class that was about the design prototype that was
seemed to be very difficult for me but I wanted to learn it with great enthusiazm. On the other I
was worrying about the semester is about to end and I will have to recap everything for good
marks.
THOUGHTS AND FEELINGS DURING THE ACTIVITY:
This was a fusion of rapid prototyping and thought change and doubt testing. Based on this
fusion we had to evaluate the criteria of the business and p[erspective of the customers. This was
completely new and complete practical part that hides all my tension and I had to focus on the
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class and gather maximum language. At the beginning it was difficult for me to understand these
topics but later on with the efforts of the lecturer I was able to understand the objectives.
THOUGHTS AND FEELINGS AFTER THE ACTIVITY:
I was feeling more confident in the matters related to the prototyping as I am now well aware
with the prototyping processes including rapid protyping, their advantages and disadvantages
with respect to the project.
WHAT CAN YOU LEARN FROM THIS ACTIVITY?
I learnt how to discriminate between the criteria related to the business and thoughts of the
customers while considering the facts from both the sides of the consumers and the service or
product providers. Biggest strength for me in this class was to understand the various strategies
that have been involved in the prototyping that can be listed as: story boarding, story depicting,
encompassing and many others.
Design the (Learning) Launch
ACTIVITY/EXPERIENCE DESCRIPTION:
This is the eighth week and we are moving forward with the new topic that is launch. This
emphasis on implementing the learning and innovative idea that we gathered from earlier
experiences.
THOUGHTS AND FEELINGS DURING THE ACTIVITY:
This was all I ever wanted to be always practical an dimplement the objectives that I have learnt
ionto the real world. The video was the best approach according to me for establishing and
exploring the conditions that could contribute to the failure of new launch.

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BLOGS
THOUGHTS AND FEELINGS AFTER THE ACTIVITY:
I am well aware with the activities that might hamper the launch in the real world and I am
feeling confident to lead the new launch an eliminate the facts that cpould lead to such unwanted
activities or failures. It was little bit confuing to learn all of these at once but with the
appreciation of lecturer I was able to understand all the facts related to the launch.
WHAT CAN YOU LEARN FROM THIS ACTIVITY?
It is very important for me to understand the importance of launch designing and launch defining
for any project. Other positivity came into me when I learned about the knowledge of safe launch
and related objectives that could make the launch successful. I also understand that the most
important fact for a successful launch is hidden in limiting the boundaries for the launch.
Design Entrepreneurial Marketing Campaigns
ACTIVITY/EXPERIENCE DESCRIPTION:
This is the ninth week and we are about to complete the semester and ready to implemet the
learned objectives to the real world. This lecture is about to gain overview of the market, using
personas in design thinking, making competitor analysis, introduce entrepreneurial marketing,
designing as a communication, and practical part for launching the readiness plan.
THOUGHTS AND FEELINGS DURING THE ACTIVITY:
There were more than ive objectives that we had to learn this time that made me worry about
leaving something. It was a little worrying and little confusing at the early statge but as the
lecture startedi get to know that these are not very wide topics and the inter-linked to each other
that provides me with some relief and I was feeling normal now.
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BLOGS
THOUGHTS AND FEELINGS AFTER THE ACTIVITY:
Target market should be always the important objective while exploring th einnovative thoughts
related to the business. I am very happy now as I learned all the objectives and still everything is
in my mind that the whole class was all about.
WHAT CAN YOU LEARN FROM THIS ACTIVITY?
I can now present innovative ideas that could be helpful in tackle the competitive market and
bring the organization at the top in the competitive market. Another fact that was considerable
according to me was the fact that customers always tend to put emphasis on understanding
particularly to the concept of data.
Design Entrepreneurial Fundraising Campaigns
ACTIVITY/EXPERIENCE DESCRIPTION:
This is the tenth week and I am worrying about the objectives that I have learned in the first
week as something feels like missing. This week’s lecture composed of the most important
aspect of any project that is funds. It does not matter how much the fund is avilable for the
project completion there is always need of raising the funds and this lecture was capable of
delevering the facts related to these.
THOUGHTS AND FEELINGS DURING THE ACTIVITY:
This is one of the toughest works among the activities that we learned in earlier classes. It was
very exciting activity as money matters for the succesful completion of any project. This is the
most needed objective for launching the market or making analysis, or increasing employees and
many more.
THOUGHTS AND FEELINGS AFTER THE ACTIVITY:
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BLOGS
I am now aware of the methods that could be helpful in raising the funds for any project. I am
now feeling confident to organiza fundraising event and I can manipulate the donors or select the
perfect donors that could raise the funds and lead the project to the success.
WHAT CAN YOU LEARN FROM THIS ACTIVITY?
This lecture provides me the knowledge of approaches that could be implemented into the
fundraising events from the angle of business, grant providers (donors), crowd-funding and many
other facts. The biggest learning in this class for me was ‘bootstrapping’, which was a
completely new subject for me that deals with the approaches to save money which could have
same value as that of cash. Another important objective of this class was the segmentation of the
market into different categories that are: psychographic, geographic, and demographic.
Design the designer
ACTIVITY/EXPERIENCE DESCRIPTION:
This is the second last wek of the semester and eleventh week of my design it classes and all of
us are worrying about the exams but this class reliefs us from all tensions and attracted my
attention towards itself. The topic was much exciting than I had thought design the designer that
emphasis on designing myself.
THOUGHTS AND FEELINGS DURING THE ACTIVITY:
During the activity I thought I will not need nmuch changes in me but as going farther I noticed
that there are verious changes that I need to make in myself for the succcessful delivery of the
project
WHAT CAN YOU LEARN FROM THIS ACTIVITY?

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BLOGS
I get to know about the facts related to designing myself that focuses on increasing my
personality development through implementing the objective that I have been gathering from the
earlier lectures. Looking backward activities was my biggest learning that I learnt from the class.
Moving forward next week I learnt about the design o future in which the future aspects have
been discussed by the lecturer
Design for the Future
ACTIVITY/EXPERIENCE DESCRIPTION:
This was the last lecture that I was about to attend with two faces happily and sadly. This could
be stated as the closure lecture which stated about the design as aesthetics in the business and in
my own life, describes the wider approaches of design thinking, re-design an industry, growth
and strategy and many more
THOUGHTS AND FEELINGS DURING THE ACTIVITY:
My mind was getting diverted from the thoughts that friends will be disattached from me and we
could not be able to meet in person. However, my classes were much important than these
thoughts and focused on the lecture. It was an exciting class but it encompasses a wider chapter
that makes the whole class little confusing. But then lecturer made the subjects simple through
his approach.
WHAT CAN YOU LEARN FROM THIS ACTIVITY?
Iget to learn abouthow to introduce design as aesthetics, considering the wider applicability of
the design thinking. I also get to know about continuous design, design for growth, and design in
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established organisations and that helps me in understanding the relevance of the design thinking
strategy and growth.
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Bibliography:
Ambrose, G., & Harris, P. (2016). Design Thinking: Coleção Design Básico. Bookman Editora.
Börjesson, S., Elmquist, M., & Hooge, S. (2014). The challenges of innovation capability
building: Learning from longitudinal studies of innovation efforts at Renault and Volvo
Cars. Journal of Engineering and Technology Management, 31, 120-140.
Carlgren, L. (2013). Design thinking as an enabler of innovation: Exploring the concept and its
relation to building innovation capabilities. Chalmers University of Technology.
Carlgren, L., Elmquist, M., & Rauth, I. (2014). Design thinking: exploring values and effects
from an innovation capability perspective. The Design Journal, 17(3), 403-423.
Carlgren, L., Elmquist, M., & Rauth, I. (2016). The Challenges of Using Design Thinking in
Industry–Experiences from Five Large Firms. Creativity and Innovation
Management, 25(3), 344-362.
Dos, B., & Demir, S. (2013). The analysis of the blogs created in a blended course through the
reflective thinking perspective. Educational Sciences: Theory and Practice, 13(2), 1335-
1344.
Hsu, Y. C., Ching, Y. H., & Grabowski, B. L. (2014). Web 2.0 applications and practices for
learning through collaboration. In Handbook of research on educational communications
and technology (pp. 747-758). Springer New York.
JohanssonSköldberg, U., Woodilla, J., & Çetinkaya, M. (2013). Design thinking: past, present
and possible futures. Creativity and Innovation Management, 22(2), 121-146.

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Landoni, P., Dell'Era, C., Ferraloro, G., Peradotto, M., Karlsson, H., & Verganti, R. (2016).
Design Contribution to the Competitive Performance of SMEs: The Role of Design
Innovation Capabilities. Creativity and Innovation Management, 25(4), 484-499.
Le Glatin, M., Le Masson, P., & Weil, B. (2016, October). Measuring the generative power of an
organisational routine with design theories: the case of design thinking in a large firm.
In 6th CIM Community Workshop-25th Anniversary of the Creativity and Innovation
Management journal.
Liedtka, J. (2015). Perspective: Linking design thinking with innovation outcomes through
cognitive bias reduction. Journal of Product Innovation Management, 32(6), 925-938.
Mootee, I. (2013). Design thinking for strategic innovation: What they can't teach you at
business or design school. John Wiley & Sons.
Muratovski, G. (2015). Paradigm shift: Report on the new role of design in business and
society. She Ji: The Journal of Design, Economics, and Innovation, 1(2), 118-139.
Noble, C. H., & Durmusoglu, S. S. (2015). Design thinking: new product development essentials
from the PDMA. John Wiley & Sons.
Norman, D. A., & Verganti, R. (2014). Incremental and radical innovation: Design research vs.
technology and meaning change. Design issues, 30(1), 78-96.
Noweski, C., Scheer, A., Büttner, N., von Thienen, J., Erdmann, J., &Meinel, C. (2012).
Towards a paradigm shift in education practice: Developing twenty-first century skills
with design thinking. In Design thinking research (pp. 71-94). Springer Berlin
Heidelberg.
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O'Connor, E., McDonald, F., & Ruggiero, M. (2014). Scaffolding complex learning: Integrating
21st century thinking, emerging technologies, and dynamic design and assessment to
expand learning and communication opportunities. Journal of Educational Technology
Systems, 43(2), 199-226.
Robert, G., Cornwell, J., Locock, L., Purushotham, A., Sturmey, G., & Gager, M. (2015).
Patients and staff as codesigners of healthcare services. Bmj, 350, g7714.
Roth, S., Schneckenberg, D., & Tsai, C. W. (2015). The ludic drive as innovation driver:
Introduction to the gamification of innovation. Creativity and Innovation
Management, 24(2), 300-306.
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