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ISLA IPGT 17471

Design Thinking

Digital Marketing and Electronic Commerce
  • ApresentaçãoPresentation
    The present CU was developed with the main objective of providing trainees with critical thinking and a new way of of addressing problems / challenges in a creative and innovative way, turning them into authentic windows of opportunity.  It is intended to train trainees who intend not only to acquire knowledge around the fundamentals of Design Thinking and the innovation process, but also to get in touch with the tools for exploring the creative process and creating value towards a certain service or product, or even in the creation of a business model.   
  • ProgramaProgramme
    Description of contents 1. Introduction to Design Thinking  1.1 Framework between the various academic disciplines. 1.2 Main fundamentals. 1.3 Double Diamond. 2. Design Challenge  2.1 Presentation of the challenge 2.2 Creation and identification of working groups. 3. Research and Exploration 3.1 Planning the exploratory stage. 3.2 Going abroad to research and create empathy. 3.3 Obtaining insights and defining the point of view. 4. Mappings 4.1 Persona Map. 4.2 Customer Journey Mapping. 4.3 Stakeholder Map. 5. Visualization of Ideas 5.1 Application of brainstorming tools. 5.2 Validation of key ideas for solving the problem. 5.3 Service Scenario mapping. 6. Rapid Prototyping 6.1 Election of prototypes to be tested (products and / or services). 6.2 Creation of prototypes using manual techniques and restricted materials. 6.3 Presentation and pitch of the prototypes of the various working groups. 
  • ObjectivosObjectives
    Provide students with knowledge and experience of the basic and transversal concepts of Design Thinking.  - Develop knowledge and concepts of Design thinking process;  - Explore concepts related to open innovation processes;  - Identify the main exploration tools, in the context of use, of the different personas;  - Discuss options at the level of the convergence and divergence process in relation to the different stages of the Design process;  - Recognize the importance of the creative and collaborative process; - Identify the key elements of the Double Diamond and Prototyping process for products and services. - Implement and evaluate a user-centered innovation process. 
  • BibliografiaBibliography
    Setting the Table - Danny Meyer Gamestorming -Dave Grey, Sunni Brown, James Macanufo 101 Design Methods - Vijay Kumar Scaling up Excellence - Robert Sutton Creativity Inc - Ed Catmull Let My People Go Surfing - Yvon Chouinard Steve Jobs - Walter Isaacson Business Model Generation - Alexander Osterwalder Checklist Manifesto - Atul Gawande Outliers - Malcolm Gladwell Research Methods in Anthropology - H. Bernard The Designful Company - Marty Neumeier Everything is Obvious: How Common Sense Fails Us - Duncan Watts The 10 Faces of Innovation - Tom Kelley Nudge - Richard Thaler A Whole New Mind - Daniel Pink The Little Big Things - Tom Peters Ignore Everybody - Hugh MacLeod Linchpin - Seth Godin 
  • MetodologiaMethodology
    This course adopts the principles of Active Methodology, where the student is placed at the centre of all the planning and structure of the lessons and (consequently) the content covered. To this end, it is necessary to adapt the dynamics of the class and the content itself according to the skills, ambition and interest shown by the students, thus creating an inverted classroom dynamic.
  • LínguaLanguage
    Português
  • TipoType
    Semestral
  • ECTS
    5
  • NaturezaNature
    Mandatory
  • EstágioInternship
    Não