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Activities And Problems * Agenda HCD2a * APIs in Everyday Life * Articles and Excerpts * Assignments * bib-include * Books * Books Library Reserve (HCD Fall 2018) * Build an App Prototype with PowerPoint * Calendar Descriptions * Collected Syllabi * Counting and Probability * course ideas * Course Map * Course Trailer * Course Trailer Work * CSS * Css Ischool * Css Test * Day: "Is It Real? Can We Win? Is It Worth Doing?" * Design Challenge: Coal Miner's Future * Design Challenge: Create Your Own Bookstore * Design Thinking in Higher Education * Designing Her Information Wallet * Diffusion and Dynamics of Innovation * Draft Syllabus * Empathy, Research, and Documentation * Empathy Research And Documentation * Examples Of Design * Exercise Block * Exercises * Extra * Failed Innovations * Flow, Decisions, and Modularity * For Humans, By Humans, Among Humans * From Idea to World * From Observations to Insights * Funding Innovation * Hacking Imagination / Disruptive Innovation : Thoughts and Such * Hcd 3 Pictures * HCD I * HCD Workshop 1 2016 * Higher Ed Innovation * Historical Cases of Innovation in Higher Education * How to Give a Lightning Talk * How-To Salons * Human Centered Design, Innovation, etc. * Icebreakers * IDEO Design Thinking Process * Images * In Praise of Liberal Arts * Information Jigs * Innovation and Organizations * Innovation Workshops * InnovationLab@Mills Fall 2016 * Into the Field and Back Again * Iterate, Iterate, Iterate * Iteration * Languages * Learning Goals, etc. * Logic and Boolean Algebra * LQs Brown Thomsen * Machines * Making Ideas Happen * Methods * Miscellaneous Resources * Mockup an App with PowerPoint * Modules * More Tools * MVP, Real Users, and Iteration * Navigation and Optimization * Outcomes * Pattern Recognition * Pitch and Catch I * Pitch and Catch II * Pointers, Trees, and Graphs * Presentations * Presentations, Pitches, and Critiques * Problems and Teams * Prototyping Supplies * Resources * Resources Into Syllabus * Robots and AI * Seeing Machines * Service Innovation * Sessions * Short Videos about DT and HCD * Solving Problems with Finesse * Solving Problems with Iteration (aka Pattern Generation) * Sorting and Searching * Spare Session * Storyboards * Syllabus * Syllabus Grid * Systems and Complexity * Teller List Organizational Innovation * Test * Testing And Iterating * The Holy Grail of Automation and Control * Theory - From Adam Smith to Clayton Chrisensen * Think Slow(ly) * thoughts-behind-the-course * Trailer Script 2018 * U Of T Intro Lecture * Varieties Of Design * Video Course Descriptions * Video Workflow * Visual Telephone * Welcome and Course Intro * Welcome and Intro * Welcome And Intro * (what is) Blockchain * Why Didn't I Think of That? * Why Human Centered Design? * Workshop Astro Teller on Innovation in Organizations * Workshop: Service Design * Workshops * Wrap Up * zotero-bibliography *

RYAN

Every class: icebreaker, visualization/making (a lesson and an exercise), recall/review readings exercise, take-aways
GO TO Outcomes Page
GO TO Resources Page

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Welcome and Intro HCD Welcome and Intro

What's this class about? Who is this instructor? Why take this now? Will there be a final exam? Who are these people around me? So many questions as we get under way. We'll spend some of this session getting to know one another and looking at the map of the journey ahead but we will also endeavor to practice what we'll preach, to learn by doing, to try it out rather than just talking about it.

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Empathy, Research, and Documentation Listening and Watching

YOU are not the user. The essence of human centred design is designing FOR OTHER people. This means getting outside your head, getting beyond your demographic, getting beyond your comfort zone. This class has three goals: to convey the idea that "empathy" is a verb; to teach you a few concrete skills in ethnographic interviewing; to teach you how to bring observations and insights back to your team and share them effectively.

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From Observations to Insights From Data to Insights

The path from observations to insights (and from insights to ideas) is easily taken for granted. In this class we'll learn about how to use creative listening and creative constraints to maximize the creative output of our teams.
We will bring into the class some research data that we collected on our own (or perhaps in teams of two) since last class. In the previous class we talked about how we wanted to record these so that they are ready for our reporting back to the rest of the team.

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From Idea to World From Idea to World

Experiments happen in the world. You can't fail if you don't try. You can't learn if you don't fail. The externalization of consciousness is where it's at, baby.

  1. Epistemology II - unknown unknowns
  2. Bret Victor logic
  3. Exercises: box, ikea, what do you want to know, rapid rapid
  4. Prototypes as experiments.

We will bring into the class some research data that we collected on our own (or perhaps in teams of two) since last class. In the previous class we talked about how we wanted to record these so that they are ready for our reporting back to the rest of the team.

CALL get-the-outcomes(hcd04,no)

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Iteration Iteration

Testing is a return to the research phase and it leads us back into the cycle. In this class we take to heart and develop techniques for failing early and often (and for how to turn failure into new ideas).

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Problems and Teams Problems and Teams

For the second half of the class we will embark on a design/build project using the tools and habits of minds we developed over the first half of the semester.

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Into the Field and Back Again Into the Field and Back Again

Each team will be carrying out serious user research and bringing it back to the lab to support its ideation.

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MVP, Real Users, and Iteration MVP, Real Users, and Iteration

Our task this week is to move our idea out into the world in the form of a VERY minimal viable product.

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Iterate, Iterate, Iterate Iterate, Iterate, Iterate

Today's class will be devoted partly to discussions about iteration and revision strategies.

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Pitch and Catch I Pitch and Catch I

Over and over and over again. The more people you have to explain and show your idea to, the more you come to understand it.

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[* EDIT SLIDES]

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Pitch and Catch II Pitch and Catch II

If it was true last week, it's even more true this week.

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Presentations Presentations

This week is about providing a final round of iteration forwarding feedback to our classmates.

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Extra Extra

Placeholder

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  1. Miscellaneous Stuff
    1. Visual Telephone
    2. Design is all around exercise
    3. Simple observational exercise: how do new undergrads use the course catalog system
    4. Exercise: designing for different stakeholders - same "object" but each team designs for completely different user
    5. Exercise: The Familiar and the Foreign. Two tasks: study how others use/relate to something you are totally familiar with AND study how others use/relate to something you have absolutely no experience with at all.
  2. Personas
  3. Rapid Viz Exercises
  4. Brainstorming and Ideation
  5. Prototyping
  6. Research
  7. Forms as Organizational UI
  8. The User Experience of Tools
  9. Structured Interview Techniques
  10. Ethnography
  11. Easy Company Tea in WUSTL syllabus

Course Goals (adapted from Bruce Lindsey WUSTL)

Habits of mind

ignite the curious mind CURIOSITY
develop fluid and critical thinking
incite substantiated and open positions (a point of view)
EMPIRICAL INSTINCTS

Habits of work

work done daily
organized persistence
reliance on colleagues for an emergent ecology of production
speed
LISTENING
EXTERNALIZATION

Skills

visualization
building and prototyping
recording

READINGS
  1. Agogino, Alice M. 2017. ME292C Human-Centered Design Methods Syllabus (Berkeley) (66)
  2. AIGA. n.d. "An Ethnography Primer" (38)
  3. Alford, John & Brian W. Head. 2017. "Wicked and less wicked problems: a typology and a contingency framework." Policy and Society, Volume 36, 2017 - Issue 3, pp 397-413. (21)
  4. Anderson, Chris. 2013. "What makes a great talk, great: Chris Anderson at TEDGlobal 2013" (111)
  5. Beyer and Holtzblatt, Contextual Design: Defining Customer-Centered Systems (52)
  6. Biller, Gabriel & Kristy Scovel. 2008. "Getting People to Talk: An Ethnography & Interviewing Primer." (4)
  7. Borgatti, Steve. "Freelists" in The Ethnographer's Toolkit (99)
  8. Borgatti, Steve. "Pilesorts" in The Ethnographer's Toolkit (100)
  9. Brown, Tim and Jocelyn Wyatt. 2010. "Design Thinking for Social Innovation." SSIR. (31)
  10. Brown, Tim. 2014. "Learn from Failure" (video) (81)
  11. Brown, Tim. 2009. Change by Design : How Design Thinking Transforms Organizations and Inspires Innovation (2)
  12. Brown, Tim. "Design Thinking." Harvard Business Review. pp. 84 – 92. (5)
  13. Bryman, Social Research Methods (57)
  14. Buchanan, Richard. 1992. "Wicked Problems in Design Thinking." Design Issues, Vol. 8, No. 2, (Spring, 1992), pp. 5-21 (6)
  15. Buzan, Tony. "Maximise the Power of Your Brain" (45)
  16. Cary, John. 2013. "What Is Design If Not Human-Centered?" SSIR (78)
  17. Chadwick, Simon. 2009. "Deep Listening: Interview with John Seely Brown" (40)
  18. Chambliss, Daniel F. 1989. "The Mundanity of Excellence: An Ethnographic Report on Stratification and Olympic Swimmers." (69)
  19. Chi, Tom. "Rapid Prototyping Google Glass" (46)
  20. Christenson, Clayton. The Innovator's Dilemma (3)
  21. Dam & Siang. 2018. "Learn How to Use the Best Ideation Methods: Brainstorming, Braindumping, Brainwriting, and Brainwalking" (107)
  22. Design for Extreme Affordability Program. "Embrace" (93)
  23. Doorley, Scott and Scott Witthoft. 2012. Make Space: How to Set the Stage for Creative Collaboration. (32)
  24. Drucker, Peter F. 2015(1985). Innovation and Entrepreneurship.] (9)
  25. d.school. An Introduction to Design Thinking Process Guide (39)
  26. d.school. 2016. Design Project Guide (70)
  27. Eaton, T. 2018. "Designing for Intentionality" (101)
  28. Fischer, Bill and Andy Boynton. 2005. "Virtuoso Teams," Harvard Business Review. (82)
  29. Gitachu, David. 2018. "Poka Yoke Examples : Error-Proofing in Manufacturing & Daily Life" (77)
  30. govtech. nd. Designing People Friendly Software (23)
  31. Halvorson, Heidi Grant and E. Tory Higgins. 2013. " Do You Play to Win or Not to Lose?" Harvard Business Review (42)
  32. Harris, . 2018. "Here’s How Higher Education Dies" (129)
  33. Harvard Business Review. 2013. HBR's 10 Must Reads on Innovation.] (10)
  34. Head, Brian. 2008. "Wicked Problems in Public Policy." Public Policy 3(2). (20)
  35. Hicks, Lucas. n.d. Some Principles of Design in Music (25)
  36. Howell, Fundamental Statistics for the Behavioural Sciences (61)
  37. Hui, Evi K. 2014. "Making it Real" (33)
  38. Press, Allison. 2018. "5 Brainstorming Exercises for Introverts" (106)
  39. IDEO. Design Kit: Methods (35)
  40. IDEO. "Design Kit: Mindsets" (36)
  41. IDEO. Design Thinking for Educators (28)
  42. IDEO. "Effective Brainstorming Techniques" (104)
  43. IDEO. 2015. The field guide to human-centered design: design kit (27)
  44. ABC Nightline. 1999. "The Deep Dive" (IDEO shopping cart project) (94)
  45. IDEO.org. "Brainstorm Rules (105)
  46. "i-love-hue" App for iOS and Android (130)
  47. invision. n.d. Let Go of A/B Testing (24)
  48. John-Steiner, Vera. 1985. Notebooks of the Mind (75)
  49. Jonassen, David H. 2000. "Toward a Design Theory of Problem Solving." Educational Technology Research and Development, Vol. 48, No. 4 (2000), pp. 63-85 (22)
  50. justUXdesign. 2017. ‘Poka-Yoke’ design : The art of error-proofing (76)
  51. k12 Lab Wiki. "POV Statements" (71)
  52. Kawasaki, Guy. 2012(?). "The 10 20 30 Rule" (109)
  53. Kelley, Tom and David Kelley. 2013. "A Solution for Poor Mothers, When Expensive Hospital Incubators Won't Do" (92)
  54. Kelley, Tom and Jonathan Littman. 2005. The Ten Faces of Innovation: IDEO's Strategies for Defeating the Devil's Advocate and Driving Creativity Throughout Your Organization. (11)
  55. Kessler, John. 2008. "Market Basket Challenge" on Cooking Light Blog (44)
  56. Kirk, R. E. Experimental Design: Procedures for the Behavioral Sciences (58)
  57. Krome, Barratt. 1993. Logic & Design in Art, Science, and Mathematics (67)
  58. Kumar, Vijay. 2013. 101 Design Methods: A Structured Approach for Driving Innovation in Your Organization. (12)
  59. Lazar et al., Research Methods in Human-Computer Interaction (53)
  60. Leonard, D. A., and Jeffrey Rayport. "Spark Innovation Through Empathic Design." Harvard Business Review 75, no. 6 (November–December 1997): 102–113. (HBS Working Paper No. 97-606.) (8)
  61. Lindsey, Bruce. 2012. "Design Thinking for Science, Engineering, Business, Liberal Arts" course syllabus (68)
  62. Lockwood, Thomas. 2016. "6 Key Ways Design Thinkers Approach Problems" (26)
  63. Manjee, a. 2018. "Why a K-12 Operating System is the Next Step in the Evolution of Edtech" (126)
  64. Michalko, M. (2006). Thinkertoys: A handbook of creative-thinking techniques. (16)
  65. Miller, Peter N. 2015. "Is Design Thinking the New Liberal Arts?" (29)
  66. Moen, Ron. 2001. "A Review of the IDEO Process" (95)
  67. Moggridge, Bill. 2007. Designing Interactions (34)
  68. Molinksky, Andy. 2013. "Get Out of Your Comfort Zone: A Guide for the Terrified." Harvard Business Review December 2013 (43)
  69. Nen, W. 2017. "Mind Maps for Ideas" (110)
  70. Nielsen, Jakob. 1995. "10 Usability Heurstics for User Interface Design" (98)
  71. Nielsen, Jakob. 1992. "Finding Usability Problems Through Heuristic Evaluation" (97)
  72. Pipes, Andy. 2015. "How might we write better How Might Wes?" on Medium (72)
  73. Potter, Norman. 1969. What is a designer : things.places.messages (74)
  74. Reis, Eric. 2011. The Lean Startup: How Today's Entrepreneurs Use Continuous Innovation to Create Radically Successful Businesses (13)
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  77. Rittel, H. W. J. and M. M. Webber. 1973. "Dilemmas in a General Theory of Planning" (41)
  78. Roam, Dan. 2014. "How to draw anything" (Napkin Academy Red Belt lesson) (86)
  79. Roam, Dan. 2012. "Introduction to 'Showing' IV (88)
  80. Roam, Dan. 2014. Introduction to the Napkin Academy (90)
  81. Roam, Dan. 2014. "Napkin Academy: Applied imagination = the SQVID" (89)
  82. Roam, Dan. 2012. "Seeing Part 1: Pattern Recognition" (87)
  83. Roam, Dan. 2014. "The Napkin Academy: Introducing visual grammar" (91)
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  85. Rogers, et al. Interaction Design (59)
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  87. Sawyer, Keith. 2017. "Group Flow," ch. 3 in Group Genius, pp 45-67 (80)
  88. Schuler and Namioka, Participatory Design (56)
  89. Short Videos about DT and HCD (47)
  90. Stack Exchange. 2017. "What is the Opposite of Human Centred Design?" (79)
  91. Sutton, Robert I. and Andrew Hargadon. 1996. "Brainstorming Groups in Context: Effectiveness in a Product Design Firm" (83)
  92. Svilen. 2017. What I learned from the $2,000 elusive design book “Designing Programmes” (19)
  93. Talbert, R. 2018. "What I Learned On My ‘Secret Sabbatical’ As a Scholar-in-Residence at a Private Company" (127)
  94. Tampio, N. 2018. "Look up from your screen: Children learn best when their bodies are engaged in the living world. We must resist the ideology of screen-based learning" (123)
  95. Taylor, Donald W., Paul C. Berry and Clifford H. Block "Does Group Participation When Using Brainstorming Facilitate or Inhibit Creative Thinking?" Administrative Science Quarterly (85)
  96. TED Staff. "Ten tips on how to make slides that communicate your idea, from TED's in-house expert" (37)
  97. Teller, Astro. "How to Drive Innovation Inside Organizations" (112)
  98. Terwiesch, Christian and Karl Ulrich. 2009. Innovation Tournaments: Creating and Selecting Exceptional Opportunities. (14)
  99. Thankara, In the Bubble (62)
  100. Thomke, Stefan and Barbara Feinberg. 2009. "HBR Case: Design Thinking and Innovation at Apple" (30)
  101. Thomsen, Dave. "Why Human-Centered Design Matters" (48)
  102. Victor, Bret. 2012. "Inventing on Principle" (64)
  103. Victor, Bret. 2013. "Media for Thinking the Unthinkable." (63)
  104. von Hippel, Eric. 2017. Free Innovation. (15)
  105. Vyond, "Why You Need a Storyboard (And How to Create One)" (131)
  106. Weprin, M. 2016. "Design Thinking: Types of Sketches & Drawings" (132)
  107. Wikipedia Editors, "Mind Map" (103)
  108. Wong, Alison. 2004. The Product Design Process: A graphic novel. (7)