Dissertations / Theses on the topic 'Master of Design Innovation'

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1

Brandt, Jerker. "Innovation och design : teori och praktik = [Innovation and design] : [theory and practice] /." Stockholm : Karlstad : Tekniska högsk. ; Högsk, 1998. http://www.lib.kth.se/abs98/bran0403.pdf.

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2

Berg, Niklas, and Tomas Regula. "Challenges in the Current Innovation Audit Practice : KTH Master Thesis Report." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-264069.

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Innovation is essential for the growth and survival of an organisation. Although innovation is viewed as important, managers generally have a vague sense of their company’s innovativeness and which tools that are available to evaluate their capability to innovate. Previous research state that scorecard-based innovation audit tools do have merit in evaluating an organisations capability to innovate, but that there are a number of weaknesses. Problems are raised concerning three areas, the dimensions of which the scorecard is based on, the respondent that is conducting the innovation audit, and the Likert scale which a majority of innovation audit tools are using. Problems in these areas affect the reliability and validity of the tool. The purpose of this study is to investigate the current innovation audit practices by examining employee’s perception of the tool. Further the purpose is to, with the help of literature and qualitative research, propose areas of improvements and bring forth ideas that should be taken into consideration in future development of innovation audit tools. The study is performed as a qualitative study with an iterative approach. Interviews were conducted with nine parties of interest, and the empirical data has been analysed through a thematic analysis. The result show that an organisation’s capability to innovate is hard to measure and that there exists scepticism whether or not an innovation audit tool does manage to do this. Further, problems exist within the identified areas of an innovation audit tool. These problems affect the validity and reliability of the tool. A problem is how the respondent of the innovation audit tool interpret the statements or questions, and how they interpret the scale. Another problem is the self-interest that may exist, depending on who is participating in the audit. Ideas to minimise these problems are brought forward and discussed in order to increase the validity and reliability of the innovation audit tool.
Innovation är en förutsättning för en organisations tillväxt och överlevnad. Trots att innovation ses som en viktig förutsättning så har chefer i allmänhet en otydlig bild av deras organisations förmåga att skapa innovation och vilka verktyg som finns tillgängliga för att utvärdera denna förmåga. Forskning visar att scorekort baserade verktyg kan ge värdefulla insikter då en organisations förmåga att skapa innovation utreds. Forskningen visar vidare att det finns svagheter vid den här typen av utvärderingar. Tre problemområden har identifierats. De dimensioner som det scorekort baserade verktyget är baserade på, respondenten som svarar på utvärderingen, samt Likert-skalan som en majoritet av utvärderingsverktygen använder. Problem inom dessa områden påverkar verktygets pålitlighet och giltighet. Syftet med denna studie är att undersöka de nuvarande verktyg för utvärdering av förmågan att skapa innovation genom att granska medarbetares uppfattning om verktyget. Vidare är syftet att med hjälp av litteratur och kvalitativ forskning föreslå förbättringsområden och föra fram idéer som bör beaktas vid framtida utveckling av verktyg för att utvärdera förmågan att skapa innovation. Studien utfördes som en kvalitativ forskning med ett iterativt tillvägagångssätt. Intervjuer genomfördes med nio parter av intresse, och empiriska data har analyserats genom en tematisk analys. Resultatet visar att en organisations förmåga att skapa innovation är svår att mäta och att det finns skepsis huruvida ett verktyg för att mäta förmågan att skapa innovation lyckas med detta eller inte. Vidare existerar problem inom de identifierade områdena av utvärderingsverktygen. Dessa problem påverkar verktygets pålitlighet och giltighet. Ett problem är hur respondenten av utvärderingsverktyget tolkar påståendena eller frågorna och hur de tolkar Likert-skalan. Ett annat problem är det självintresse som kan existera, beroende på vem som deltar i utvärderingen. Idéer för att minimera dessa problem framförs och diskuteras för att öka pålitligheten och giltigheten i verktyget.
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McKesson, Christopher B. "Innovation in Ship Design." ScholarWorks@UNO, 2013. http://scholarworks.uno.edu/td/1654.

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What is innovation in ship design? Is it a capability that is inherent in all naval architects? Is it the result of the application of a certain set of tools, or of operation within a certain organizational structure? Can innovation be taught? Innovation is a creative act that results in a new and game-changing product. The emergence of an innovative product creates an asymmetric market. The emergence of an innovative weapon creates an asymmetric battlefield. It is clearly in the economic and military interest of the United States to be able to develop and deploy innovative products, including innovative ships. But the process of ship design is usually one of incremental development and slow evolution. Engineers are taught to develop their product by paying close attention to previous developments. This approach is viewed by some people as anti-innovative. And yet the author has made a career of innovation in ship design. How has this been possible? This dissertation will answer the four questions posed above. It will show what innovation in ship design is, and where innovative naval architecture lies in the taxonomy of human creative endeavor. It will then describe those human attributes which have been found to be essential to successful innovation. It will also describe some of the many tools that innovators use. Some of those tools are used unconsciously. Some of those tools are formal products supported by research institutes and teaching academies. Finally, given the fact that innovation in ship design is a component of engineering – which is a subject taught in Universities – and that it is facilitated by the use of tools – and tool use can be taught – the author will conclude that innovation itself can be taught. Whether it can be mastered will depend upon the individual, just as with most other creative skills.
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4

Umair, Syed Muhammad. "Innovation in Traditionally Monopolistic Firms - A Telco Case Study." Thesis, KTH, Industriell ekonomi och organisation (Avd.), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-99158.

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The telecom industry is moving from a stable environment to a very dynamic industry where the entrance of new players and the macro economic factors like crisis have been pushing it towards commoditization. In spite of the fact that the Telco consumer base is increasing the value generation capability of this industry has been challenged in the past years. The management is well aware of the situation but due to the traditionally monopolistic nature of these organizations finds it difficult to push any radical change. The purpose of the study is to identifying those factors which contributed to the success of these firms in past and later identifying those elements which are needed for these organizations to foster an innovative culture capable of bringing the needed changes. The major objectives of the research include identifying the main reason behind the need for innovation today and factors that have been hindering the innovation process in these firms. The next step was to study the best practices outside the Telcos industry which have helped other firms to be the Innovation leaders. Finally the study identifies those strategies and best practices which are viable in the Telecom industry. It has been found that the size and political nature of these organizations makes it difficult to push ideas to reality. Therefore the first need is the need of a culture change and a separate path (apart from the traditional line management) for the escalation of ideas. Secondly the Telco industry is not able to keep pace with the innovation of its complementing industries and therefore there is a dire need make innovation a priority from exploring new revenue sources to the innovation of business models with its existing partners. In the past the industry has tried the industrial silos model by decentralizing and given complete autonomy to its major revenue generating services but now it needs to demolish these departmental silos and be open to provide services which cut across many of its existing services without thinking too much about cannibalization.
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5

Walsh, Ian Martin. "Nurturing innovation in industrial design : quantifying innovation propensity in industrial design by means of a novel innovation trait index." Thesis, Swansea University, 2008. https://cronfa.swan.ac.uk/Record/cronfa42589.

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This thesis describes the outcomes achieved by an industrial design school that has for a decade directed the energies of its students and Faculty to the question of innovation and the generation of intellectual property. Developing a culture of innovation is no easy task. Firstly, there has to be a desire within the organisation to be innovative; secondly, there is the problem of how to identify what constitutes innovation; and finally one has to combat the natural tendency toward risk aversion. Successful industrial design should be, by its very nature, innovative. Therefore, generating a culture of innovation is a vital requirement in the development of a successful industrial designer. Do we know how to stimulate, incubate and nurture innovation? What are the factors that give rise to an innovative mindset? How can this culture of innovation be quantified? The research was conducted using the grounded theory paradigm involving three distinct phases supported by detailed study of the established literature. Theory was developed by comparing innovation outcomes and by alternating data collection and data analysis. The study examined the effect on innovation propensity resulting from an iterative development of pedagogy. Strategies were developed which led to the creation of a distinctive pedagogical model for the promotion and nurture of innovation in industrial design. The emerging theory is substantive in that it is developed for a particular area of inquiry in a specific context. A statistical test of project innovation was developed and a psychometric test for the evaluation of innovation propensity employed. The objective of the thesis is threefold. Firstly, it demonstrates that environment, culture and mindset affect the innovativeness of the industrial designer; secondly, it presents a blueprint for innovation pedagogy in industrial design and finally, it provides a verifiable psychometric measurement tool of innovativeness in industrial design.
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6

Gullberg, Gustav, Anders Landström, Erik Widmark, and Mikael Nyström. "Design Thinking in Business Innovation." Thesis, Konstfack, Industridesign, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-859.

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Med globaliseringen har världen snabbt förändrats och designerns roll är inte längre lika självklar. Vi har tittat på hur man kan expandera begreppet design och utnyttja designerns kvalitéer inom nya områden. Magisterexamensarbetet "Design Thinking in Business Innovation" syftar till att undersöka hur man kan utnyttja designyrkets kreativa och innovativa processer inom affärsutveckling. I vårt exjobb har vi jobbat med ett av Storbritanniens ledande vitvaruföretag, GDHA, och har tillsammans med marknadsföringsstudenter från Stockholms Universitet tagit fram affärsstrategier för hur de kan agera på en framtida marknad. Kombinationen av kreativt tänkande och traditionell affärsutveckling genererade nya innovativa koncept med syfte att utifrån företagets förutsättningar stärka dess konkurrenskraft och skapa nya affärsmöjligheter. "Design Thinking in Business Innovation" resulterade i en ny arbetsmetod samt tre koncept som visualiserar resultatet av en kreativ affärsutvecklingsprocess. Dessa koncept sträckte sig från konventionell produktutveckling för differentiering till utveckling av nya försäljningskanaler samt en helt ny affärsidé som bygger vidare på GDHAs kärnverksamhet. Koncepten konkretiserades i form av en modell av ett kylskåpskoncept, samt tre stycken animerade kortfilmer.Som ett resultat av vårt exjobb har vi startat Remotel, ett design kontor som fokuserar på affärsutveckling genom användarorienterad research, kreativa processer och visuell kommunikation (mer info på www.remotel.se).
The world is undergoing change and the disintegration of the old economy is becoming evident. Production is moving to low cost countries and competition is growing fierce. In order to stay competitive, companies around the world recognises the need to become more innovative. In order to achieve this it is imperative to balance and compliment the linear business thinking that still rule the managerial body. Leading research in this area suggest that the key to innovation in business development lies within the creative thinking of the design field. This paper describes a joint master degree project that seeks to test these theories and develop methods and protocols to put them into practice. So the question is, what happens when one use industrial  design as a tool to innovate business in the Creative Economy? The research group consists of four industrial designers from Konstfack, University of Arts, Crafts and Design in Stockholm and four marketing students from School of Business, Stockholm University. During the project we applied action research and introspection in a case study where new business strategies where formulated for a live company as our empirical base. The process proved more difficult but also more rewarding than initially anticipated and resulted in several new potential strategies for the company while providing valuable insight and experience in interdisciplinary team work in this field. This paper presents suggestions to how design thinking and business thinking can be combined in the process of developing business strategies and accentuates some of the skills and qualities that inherently drive this process. The collaboration investigates the synergy between designers and business managers and illustrates the potential in combining these competences to find new ways to create, re-define and develop businesses in the creative economy.
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7

Thomas, Johnny. "Archstand theory of design for innovation : the integration of design and innovation using conceptual architectures." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/11722.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Civil and Environmental Engineering, 1995, and Thesis (Ph. D.)--Massachusetts Institute of Technology, Sloan School of Management, 1995.
Includes bibliographical references (p. 282-283).
by Johnny Thomas.
Ph.D.
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8

Yokokohji, Yasuyoshi. "ANALYSIS AND DESIGN OF MASTER-SLAVE TELEOPERATION SYSTEMS." Kyoto University, 1991. http://hdl.handle.net/2433/74585.

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9

Karuppoor, Srinand Sreedharan. "Tools for innovation and conceptual design." Texas A&M University, 2003. http://hdl.handle.net/1969.1/1260.

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The ability to design is the distinguishing characteristic of an engineer. Recent research has increased our understanding of both the engineering design process and effective means for teaching that process to neophyte design engineers. In that spirit, a design methodology was developed at the Institute for Innovation and Design in Engineering (IIDE), Texas A&M University. At the core of this approach is a design philosophy based on the cognitive skills of Abstraction, Critical Parameter Identification, and Questioning. This philosophy along with the design process is taught in the senior undergraduate design and graduate design courses. The goal of the methodology is not only to teach the design process to novice designers but also to instill in them the design philosophy that would enable them to perform design effectively and innovatively in any area of specialty. In this dissertation the design philosophy along with its role in the design methodology is explained. The Need Analysis and the Conceptual Design stages of the IIDE methodology are elaborated. The weaknesses in these stages are identified and addressed, by developing and incorporating design methods and techniques that fit the spirit and framework of the IIDE design methodology. The Object Function Method was developed to address certain aspects at the Need Analysis stage. There was need for an effective concept searching method within the Concept Design stage of the IIDE design methodology. This is addressed by the development of new search techniques and methods for effective concept discovery during concept searching. The usage and application of these methods and techniques is explained in detail along with examples. Additionally, this dissertation contains the results of a study conducted with two groups of senior design students, those who have been through the process and those who have not, to evaluate the effectiveness of applying the IIDE design philosophy and performing the Need Analysis and Conceptual Design stages for the given design challenge. The goal of the study was to investigate the relationship, if any, between the degree to which these aspects of the design methodology were followed and the quality of the resulting design solutions produced.
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10

Zettervall, Alexandra, and Mariam Khazal. "Innovation + Design = ! : En kombination av processer." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-12061.

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Område: Utvecklingen idag går allt snabbare vilket gör att företag behöver bli mer konkurrenskraftiga, ett sätt att bli det är genom innovation. Det kräver ett aktivt ställningstagande och ett sätt att genomföra detta är med hjälp av innovationsprocesser. Ett annat konkurrensverktyg som blir alltmer viktigt är design. Dessa två begrepp går att bryta ner i en rad faktorer och kan ses ur flera persektiv. Syfte:  Syftet med denna uppsats är att förstå skillnader och likheter mellan innovations- och designprocesser samt se hur de kan komplettera varandra. Metod: Vi har använt oss av en kvalitativ metod och har genomfört intervjuer med tre olika företag. Dessa tre företag har sedan analyserats och jämförts med teori och med varandra. Teorier inom respektive område har även jämförts med varandra. Slutsatser: Vi har kommit fram till att innovations- och designprocesser kan ses som olika nivåer. Innovationsprocesser är mer övergripande kring hela organisationen och designprocesser är snarare mer detaljerad kring produktutvecklingen. Därför kan designprocesserna även sägas vara en del av innovationsprocessen, ett verktyg. Vi såg även att det fanns nio faktorer i praktiken som var viktiga för innovationsprocessen, nämligen en innovationsfrämjande organisationskultur, stödjande ledarskap, personalens delaktighet och engagemang, projektbaserad innovation, multidisciplinära team, bra kommunikation, kundinvolvering, omvärldsbevakning och utvärderingar/reflektion. Utifrån dessa slutsatser skapade vi en egen modell med inspiration från befintliga modeller.
Field: Because of the faster development today, companies need to become more competitive and one way is through innovation. It requires an active standpoint and one way to achieve this is through innovation processes. Another competitive tool that is becoming increasingly important is design. These two concepts can be broken down into a number of factors and can be viewed from several perspectives. Purpose: The purpose of this thesis is to understand similarities and differences between innovation and design processes, and to see how they can complement each other. Method: We have used a qualitative method and have conducted interviews with three different companies. These three companies have then been analyzed and compared with theory and with each other. Theories in each field have also been compared with each other. Conclusions: We have come to the conclusion that innovation and design processes can be viewed as different levels. Innovation processes are more general and about the entire organization and design processes are rather more detailed on product development. The design process can therefore also be said to be part of the innovation process, a tool. We also saw that there were nine factors in practice that were important to the innovation process, namely to foster innovation in the organizational culture, supportive leadership, staff involvement and engagement, project-based innovation, multidisciplinary teams, good communication, customer involvement, business intelligence and evaluation / reflection. Based on these findings, we created our own model, inspired by existing models.
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11

Hirsch, Edward A. 1970. "Contestational design : innovation for political activism." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/46594.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2008.
Includes bibliographical references (leaves 134-142).
This thesis presents contestational design, a unique form of design activity whose aim is promote particular agendas in contested political arenas. I propose a framework for analyzing contestational design processes, which I then apply to two initiatives that developed communications infrastructure for activist groups. The first case study is TXTmob, an SMS-broadcast system that I developed with an ad-hoc coalition of activists to support mass mobilizations during the 2004 Democratic and Republican National Conventions. It has been used by thousands of people and has inspired new projects in both the nonprofit and commercial sectors. The second case study is Dialup Radio, a telephone-based independent media system that I developed with a civil society organization in Zimbabwe. It was intended to disseminate activist information, particularly to Zimbabwe's rural poor. Despite limited infrastructure and government restrictions, several prototypes were produced and tested in Zimbabwe. After describing each case study individually, I turn to a comparison of their respective processes and the artifacts that each produced. Examining the cases side by side, I identify a set of common issues with which contestational designers contend at various points in the design process. Finally, I describe a set of organizing principles that distinguish contestational design from other kinds of design activity.
Tad Hirsch.
Ph.D.
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Ehteshami, Sheba. "The Happiness Design| An Innovation Study." Thesis, University of Southern California, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10748221.

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This study investigated the knowledge, motivation, and organizational elements necessary for understanding the implications of happiness on performance in the workplace. Using the Clark and Estes (2008) gap analysis, a set of knowledge, motivation, and organizational assumed influences were documented based on the support of literature and generated hypotheses. Subsequently, data was collected through interviews and surveys and triangulated via observations. A subset of the assumed influences were validated based on collected data, indicating that while happiness is not a clear indicator of performance, it does have a direct correlation with an individual’s desire to go above and beyond expected responsibilities, particularly as it relates to embedding creativity in assignments.

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Björklund, Maria. "EMERGENSEA - Om design, innovation och sjöräddning." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20731.

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Wang, Miao. "Design as Communication in Collaborative Innovation." University of Cincinnati / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1326828965.

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Hardin, Dianne. "The Innovation Imperative: Not Without Design." University of Cincinnati / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1397233924.

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Campos, Josue. "Culture: A Driver for Innovation." University of Cincinnati / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1504868773591606.

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17

Manning, Jeffrey (Jeffrey W. ). "Innovation trap : can your innovation strategy cripple your product development?" Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/44691.

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Thesis (S.M.)--Massachusetts Institute of Technology, System Design and Management Program, 2008.
Vita.
Includes bibliographical references.
Innovation is a hot topic; innovation is happening everywhere. Innovation is "romantic", reaching for the stars, against all odds, solving the problem no one thought possible. Most CEOs would not characterize survival as "romantic". Innovate or perish; the mantra, the truth, plain, stark, cold and naked. It gets worse; the environment is rapidly changing. Sophisticated customers are demanding quick responses with low cost, high quality products. What once worked with brilliant success is now failing. If innovation is happening everywhere, it is increasingly not happening here. During the past two years, a multi-vendor government project consisting of two vendors geographically segregated across three regions has seen tremendous success followed by almost total collapse. Initial program status and progress indicate near exponential trajectory: ahead of schedule, under budget and all functionality present. However, collapse was not too far off. The integration effort was a complete failure. Key schedule milestone dates were continuously missed. The gap between functionality believed completed and really completed widened. The story reads like a classic runaway project. Worse, the budget was near exhaustion. The central contribution of the analysis is the identification of the innovation trap. The innovation trap identifies conflicting corporate objectives governing the innovation strategy for new business development and the product development strategy of existing programs in the product pipeline. This study examines the innovation trap by applying System Dynamics techniques to develop a set of heuristics not only to identify collapse conditions but also how to address the problem. The goal of this study is to develop a concept for an improved organization and structure for today's high technology product companies where innovation is crucial for corporate success.
by Jeffrey Manning.
S.M.
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Billimack, Nathaniel Richard. "Vineyard City Church: Building Design and Campus Master Plan." Thesis, The University of Arizona, 2010. http://hdl.handle.net/10150/146226.

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While I have been at the University of Arizona, the three areas of study I have been most involved in are Architecture, Communication, and Religion. I started attending church for the first time my freshman year at Vineyard City Church in Tucson. As I attended the church, I began to see how the space itself was a large factor not only in the functionality of the church, but in what is communicated about religion, God and the mission of the church itself. It also plays a big role in the structure of the services, activities, and the relationship to the greater Tucson community. Pastor Gary Stokes took over Vineyard City Church about six years ago, when it had a dwindling congregation of about eighteen people. Under new administration, the church stabilized and became highly diverse. It began to grow as a result. When their current home, the former YMCA building was sold and demolished, they were forced to become a load in-load out church based out of mobile minis during the week and Blenman Elementary School on Sunday mornings. As the church grows to a congregation of about 120, it is clear that the building is no longer meeting several functional, relational, and expressional goals. As ministries launch, there is no anchor for the congregation and very little visibility in the community. Since a church building is essentially a tool to minister to the community, a permanent space would allow them to better fulfill their mission statement of showing Jesus' love in word AND deed. The end product of my capstone research and development will be a general master plan and complete building design for Vineyard City Church. The project will ultimately be a balance of religious demonstration, functional necessity, aesthetic attractiveness, social facilitation, and financial consideration so the design is attractive and attainable.
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Neeley, William Lawrence. "Adaptive design expertise : a theory of design thinking and innovation /." May be available electronically:, 2007. http://proquest.umi.com/login?COPT=REJTPTU1MTUmSU5UPTAmVkVSPTI=&clientId=12498.

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Kim, Hansson Anna. "Design & innovation : A study on the South Korean and Swedish views upon design in relation to innovation." Thesis, Stockholms universitet, Institutionen för orientaliska språk, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-108906.

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This thesis discusses the differences and similarities between the South Korean and the Swedish view on design in relation to innovation. It sets off introducing theories and recent studies upon the subject matter and also the closely related business discipline called "design management". The subject is then studied through analyzing and comparing of governmental actions within the field. Also the result from a brief questionnaire study has been used as basic material to find out how Swedish and Korean people look upon the subject matter. The questionnaire was carried out for this thesis exclusively and the results include answers on design-innovation-related questions from 35 Swedish and 35 Korean people. The result of the study shows that even though South Korea has a policy for innovation-related design and a governmental organ working exclusively with these questions, which Sweden has not, the countries share a lot of similarities in their approaches towards the subject.
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Shahdad, Mir Abubakr. "Engineering innovation (TRIZ based computer aided innovation)." Thesis, University of Plymouth, 2015. http://hdl.handle.net/10026.1/3317.

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This thesis describes the approach and results of the research to create a TRIZ based computer aided innovation tools (AEGIS and Design for Wow). This research has mainly been based around two tools created under this research: called AEGIS (Accelerated Evolutionary Graphics Interface System), and Design for Wow. Both of these tools are discussed in this thesis in detail, along with the test data, design methodology, test cases, and research. Design for Wow (http://www.designforwow.com) is an attempt to summarize the successful inventions/ designs from all over the world on a web portal which has multiple capabilities. These designs/innovations are then linked to the TRIZ Principles in order to determine whether innovative aspects of these successful innovations are fully covered by the forty TRIZ principles. In Design for Wow, a framework is created which is implemented through a review tool. The Design for Wow website includes this tool which has been used by researcher and the users of the site and reviewers to analyse the uploaded data in terms of strength of TRIZ Principles linked to them. AEGIS (Accelerated Evolutionary Graphics Interface System) is a software tool developed under this research aimed to help the graphic designers to make innovative graphic designs. Again it uses the forty TRIZ Principles as a set of guiding rules in the software. AEGIS creates graphic design prototypes according to the user input and uses TRIZ Principles framework as a guide to generate innovative graphic design samples. The AEGIS tool created is based on TRIZ Principles discussed in Chapter 3 (a subset of them). In AEGIS, the TRIZ Principles are used to create innovative graphic design effects. The literature review on innovative graphic design (in chapter 3) has been analysed for links with TRIZ Principles and then the DNA of AEGIS has been built on the basis of this study. Results from various surveys/ questionnaires indicated were used to collect the innovative graphic design samples and then TRIZ was mapped to it (see section 3.2). The TRIZ effects were mapped to the basic graphic design elements and the anatomy of the graphic design letters was studied to analyse the TRIZ effects in the collected samples. This study was used to build the TRIZ based AEGIS tool. Hence, AEGIS tool applies the innovative effects using TRIZ to basic graphic design elements (as described in section 3.3). the working of AEGIS is designed based on Genetic Algorithms coded specifically to implement TRIZ Principles specialized for Graphic Design, chapter 4 discusses the process followed to apply TRIZ Principles to graphic design and coding them using Genetic Algorithms, hence resulting in AEGIS tool. Similarly, in Design for Wow, the content uploaded has been analysed for its link with TRIZ Principles (see section 3.1 for TRIZ Principles). The tool created in Design for Wow is based on the framework of analysing the TRIZ links in the uploaded content. The ‘Wow’ concept discussed in the section 5.1 and 5.2 is the basis of the concept of Design for Wow website, whereby the users upload the content they classify as ‘Wow’. This content then is further analysed for the ‘Wow factor’ and then mapped to TRIZ Principles as TRIZ tagging methodology is framed (section 5.5). From the results of the research, it appears that the TRIZ Principles are a comprehensive set of innovation basic building blocks. Some surveys suggest that amongst other tools, TRIZ Principles were the first choice and used most .They have thus the potential of being used in other innovation domains, to help in their analysis, understanding and potential development.
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Whicher, Anna. "Benchmarking design for innovation policy in Europe." Thesis, Cardiff Metropolitan University, 2016. http://hdl.handle.net/10369/7999.

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In 2015, 15 of the 28 European Member States had design included in national innovation policy and design action plans were in operation in Denmark, Estonia, Finland, France and Latvia. Design is an approach to problem-solving that can be applied across the private and public sectors and is becoming more relevant to policy as part of a paradigm shift towards user-centred innovation. According to the European Commission’s Action Plan for Design-driven Innovation: ‘A more systematic use of design as a tool for user-centred and market-driven innovation in all sectors of the economy, complementary to R&D, would improve European competitiveness.’ Furthermore, the European Commission encourages all European countries and regions to develop design action plans. However, the route to building effective national and regional design capacity is not clear. The rationale for this research was framed as much by a gap in theoretical knowledge among research practitioners as a gap in applied knowledge among policy practitioners for evidence-based policy-making in design. It is widely acknowledged that policy intervention for innovation is justified by systems failure theory. Innovation researchers and policy-makers have been able to quantify and thus benchmark the performance of innovation ecosystems to inform policy actions. Design researchers have also argued that policy intervention for design can be justified by systems failure theory but asserted that design is not well captured in European benchmarking exercises. As such, this research has taken a design-led approach to developing a quantitative framework of 46 indicators to assess the performance of a country’s Design Innovation Ecosystem to inform policy-making. The framework of indicators is called the Design Policy Monitor. The findings from the Design Policy Monitor reveal that between 2012 and 2014 public expenditure on design in Denmark, Estonia, Finland and the UK increased by 34% compared to an increase of 8% for public expenditure on research and development (R&D). In a time of austerity, this funding increase is significant although overall government expenditure on R&D is more than 500 times greater than government expenditure on design. 3 Although the Design Policy Monitor remains theoretical, the Design Innovation Ecosystem construct and the indicators within the framework have been jointly developed and tested with innovation policy-makers, managers in design centres and academics. It has been subject to an iterative process of refinement and peer-review as part of a consensus-building exercise with expert stakeholders. With more data on design becoming available, it would be an ambition of the investigator to review the indicators and collect new data as part of future research. In taking a design-led approach, this research has also sought to explore and operationalise the Double Diamond process as a research framework. The Double Diamond is widely accepted as a process for design practitioners but there is only permissive consensus that the Double Diamond can also be applied as a design research framework. The concepts of design and policy are very closely intertwined; both are concerned with problem-solving and ideally, involving users in solving those problems. This body of work has sought to demonstrate that design is not only a method for user-centred research but also, by extension, a method for user-centred policy-making. This research has been conducted in parallel to leading the SEE Platform (Sharing European Experience in Design Innovation Policy), a network of 11 European partners, led by the investigator at PDR (the International Design and Research Centre) at Cardiff Metropolitan University. SEE was funded by the European Commission to the value of €1.1m between 2012 and 2015. As a result of workshops, research and advocacy the SEE partners successfully integrated design into 18 policies and 48 programmes at regional and national levels across Europe.
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Beausoleil, Angèle Marie. "The case for design-mediated innovation pedagogy." Thesis, University of British Columbia, 2016. http://hdl.handle.net/2429/60138.

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Innovation is a key driver for growth and is considered critical to a sustainable economy. Across the globe, governments and industries continue to invest significantly in innovation-development activities with mixed results. In early 2016, the government of Canada published its innovation agenda in response to its mediocre innovation performance. It identified the lack of innovation-ready citizens as one critical action area and the need for Canadians to develop an innovative mindset. This dissertation investigates how a design method could improve understanding of the innovation process and increase individual and organizational innovative capacity. An interdisciplinary literature review provides insights into how the innovation process happens and helps define the competencies associated with innovative capacity or individual innovativeness. Findings from a document analysis and two action-research studies are translated into a visualization of the innovation process and a competencies framework for both classrooms and organizations. A design-mediated innovation pedagogy is proposed to develop key innovativeness competencies commonly associated with innovators. This pedagogical model suggests a shift from entrepreneurship to innovatorship education. My research contributes knowledge in understanding the ways in which individuals and their organizations learn to think, act and work in innovative ways. It offers implications for the application and future research of design-based innovation pedagogy models inside Canadian classrooms, business studios and global organizations.
Graduate and Postdoctoral Studies
Graduate
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García, Herrera Cristóbal 1974. "Spacing innovation and learning in design organizations." Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/39169.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2004.
Includes bibliographical references (leaves [176]-185).
The main research question of this thesis is the following: What is the relationship between spaces and innovation in the context of design organizations such as IDEO, the MIT Media Lab and Design Continuum? This thesis explores the relationship between four types of spaces, namely, 1) urban, 2) building 3) workplace and 4) users and innovation and creative practices of these three case studies. Drawing mainly on visual ethnography, the thesis shows how the four organizations' situated spaces-in-use shape their innovation, learning and knowledge sharing practices. The findings are used to complement and expand existing theories, to reflect on the "spacing" of the three design organizations under study and to contribute to the outline of this interdisciplinary emerging field of research.
by Cristobal Garcia Herrera.
S.M.
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Harsh, Timothy. "Algorithmic simulation in system design and innovation." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/70802.

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Thesis (S.M. in Engineering and Management)--Massachusetts Institute of Technology, Engineering Systems Division, System Design and Management Program, 2011.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 61-63).
This thesis explores the use of genetic programming as a tool in the system design and innovation process. Digital circuits are used as a proxy for complex technological designs. Circuit construction is simulated through a computer algorithm which assembles circuit designs in an attempt to reach specified design goals. Complex designs can be obtained by repeatedly combining simpler components, often called building blocks, which were created earlier in the algorithm's progression. This process is arguably a reflection of the traditional development path of systems engineering and technological innovation. The choice of algorithm used to guide this process is crucial. This thesis considers two general types of algorithms-a blind random search method, and a genetic programming search method-with variations applied to each. The research focused on comparing these algorithms in regard to: 1) the successful creation of multiple complex designs; 2) resources utilized in achieving a design of a given complexity; and 3) the inferred time dependence of technological improvement resulting from the process. Also of interest was whether these algorithms would exhibit exponential rates of improvement of the virtual technologies being created, as is seen in real-world innovation. The starting point was the hypothesis that the genetic programming approach might be superior to the random search method. The results found however that the genetic programming algorithm did not outperform the blind random search algorithm, and in fact failed to produce the desired circuit design goals. This unexpected outcome is believed to result from the structure of the circuit design process, and from certain shortcomings in the genetic programming algorithm used. This work also examines the relationship of issues and considerations (such as cost, complexity, performance, and efficiency) faced in these virtual design realms to managerial strategy and how insights from these experiments might be applied to real-world engineering and design challenges. Algorithmic simulation approaches, including genetic programming, are found to be powerful tools, having demonstrated impressive performance in bounded domains. However, their utility to systems engineering processes remains unproven. Therefore, use of these algorithmic tools and their integration into the human creative process is discussed as a challenge and an area needing further research.
by Timothy Harsh.
S.M.in Engineering and Management
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Ngo, Peter. "Surveying trends in analogy-inspired product innovation." Thesis, Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/51891.

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Analogies play a well-noted role in innovative design. Analogical reasoning is central to the practices of design-by-analogy and bio-inspired design. In both, analogies are used to derive abstracted principles from prior examples to generate new design solutions. While numerous laboratory and classroom studies of analogy usage have been published, relatively few studies have systematically examined real-world design-by-analogy to describe its characteristics and impacts. To better teach design-by-analogy and develop support tools for engineers, specific insights are needed regarding, for example, what types of product advantages are gained through design-by-analogy and how different design process characteristics influence its outcomes. This research comprises two empirical product studies which investigate analogical inspiration in real-world design to inform the development of new analogy methods and tools. The first, an exploratory pilot study of 57 analogy-inspired products, introduces the product study method and applies several categorical variables to classify product examples. These variables measure aspects such as the composition of the design team, the driving approach to analogical reasoning, and the achieved benefits of using the analogy-inspired concept. The full scale study of 70 analogy-inspired products uses formal collection and screening methods and a refined set of classification variables to analyze examples. It adopts a cross-sectional approach, using statistical tests of association to detect relationships among variables. Combined, these surveys of real-world analogy-inspired innovation inform the development of analogy tools and provide a general account of distant analogy usage across engineering disciplines. The cross-sectional product study method demonstrated in this work introduces a valuable tool for investigating factors and impacts of real-world analogy usage in design.
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Wendt, Michael George. "Eastern Seaport Master Plan." Thesis, Virginia Tech, 2011. http://hdl.handle.net/10919/33164.

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The “Eastern Seaport Master Plan” is the design of a mixed-use neighborhood in South Boston, a site that has an enormous amount of potential to be the pinnacle of the Boston waterfront. Located in the city’s Seaport District, the master plan addresses the site’s deterioration as industry has declined. By reducing the impact of the necessity of the car through its incorporation into the urban fabric, making use of the road’s infrastructure, creating a clear distinction between the functions of long-term and short-term parking, capitalizing on the opportunity to be the city’s hub for water transit, and designing a street front for the mixed-use city blocks that encourages street life in Boston’s harsh climate, the master plan will create a dynamic urban neighborhood that functions as its own entity but ties back to Boston as part of the city’s call to reclaim the waterfront.
Master of Architecture
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Yin, Yuanyuan. "Investigation of a design performance measurement tool for improving collaborative design during a design process." Thesis, Brunel University, 2009. http://bura.brunel.ac.uk/handle/2438/3584.

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With rapid growth of global competition, the design process is becoming more and more complex due largely to cross-functional team collaboration, dynamic design processes, and unpredictable design outcomes. Thus, it is becoming progressively more difficult to support and improve design activities effectively during a design process, especially from a collaboration perspective. Although a great deal of research pays attention to the support and improvement of design collaboration from multi-perspectives, little research attention has been directed at improving collaborative design by a performance measurement approach. In addition, many studies have demonstrated that performance measurement can improve design effectiveness significantly. Therefore, this PhD research focused on investigating ‘How to improve collaborative design via a performance measurement approach?’ A Design Performance Measurement (DPM) tool, which enables design managers and designers to measure and improve design collaboration during a design process, has been developed. The DPM tool can support the design team members in learning from performance measurement and, in turn, drive the design project towards the achievement of strategic objectives, and goes beyond monitoring and controlling them during the project development process. It is, thus, a motivating tool as well as a support tool for the development of product design. The proposed DPM tool has three novel components: • A DPM operation model, which integrates a hierarchical design team structure with a multi-feedback interaction performance measurement approach to support DPM operation in a design project team. • A DPM matrix, which enables collaborative design performance to be measured during a design process. • A DPM weighting application model to improve flexibility of the DPM tool by integrating DPM with the design project’s strategies, stage-based design objectives, and design staff’s job focuses and responsibilities. This tool has been positively evaluated through two industry case studies and a software-based simulation.
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Nair, Jayraj. "User driven product innovation." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/43095.

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Thesis (S.M.)--Massachusetts Institute of Technology, System Design and Management Program, 2007.
Includes bibliographical references (p. 49).
Accelerating diffusion of innovation to end users and enabling faster adoption is essential to product developers, especially in the industries having a rapid pace of innovation. The ability of innovators to engage with the user community to understand their needs, motivations and top issues is critical to developing products that hit the mark on meeting user needs. In the computing industry there is a need to evolve the innovation development process in parallel to the exponential growth in complexity of the products and the broad ecosystem support that is required to meet user expectations. There are many paths to engage a user community and to obtain end user insights to create a product vision and new usage models. A simple "proof of concept" framework extending product research and development to the end user community is articulated herein. This proof of concept framework is defined in the context of a platform - a collection of ingredients that work together to meet user need. Proof of concept is conducted with users prior to general availability of a product with early ingredients that are in the research and development pipeline. All business users of new product platforms do not adopt an innovation at the same time and can be qualitatively placed in widely accepted classification of adopter categories based on their receptivity to adopting a new product. The leading adopter categories in order are the innovator, early adopter and early majority. These categories of users may help shape current and future generations of a product specifically by validating usage scenarios with integration and deployment of a product under development in real user settings, and by helping to define trends and map requirements for future generations of platform capabilities. Using the proof of concept framework in this way helps ensure that when a product goes to market, it simply works and meets user expectations.
The importance of recognizing a user need cannot be understated. The user feedback from the platform proof of concept stimulates research and development activities to address specific user needs in the current or future generations of a product platform. There are multiple communication channels for potential adopters of an innovation. Mass media channels are effective means to create awareness of an innovation. Proof of concepts with potential users enables more rapid eventual diffusion by translating user deployment and integration learning's into product characteristics that are broadly appealing to potential adopters.
by Jayraj Nair.
S.M.
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Cho, Harngid. "Financing methods that drive innovation in biotech and pharmaceuticals : the meagfund [sic] IPO model." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/90227.

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Thesis: M. Fin., Massachusetts Institute of Technology, Sloan School of Management, Master of Finance Program, 2014.
Title as it appears in the MIT commencement exercises program, June 6, 2014: Financing methods that drive innovation in biotechnology: the megafund IPO model Cataloged from PDF version of thesis.
Includes bibliographical references (pages 91-92).
Current research has shown that a mega fund and securitization approach using debt financing can not only mitigate risk in investments in cancer but can also align research and development in the right direction for new and innovative breakthrough therapies. We propose a new application of this megafund biopharma model - the megafund IPO model. There are almost arbitrage-like opportunities for investors where there are heavily discounted investments opportunities which are generated in IPO's. However, these events driven investments are only for the institutional investor and hence pooling capital into a more scalable mega fund structure could generate returns that are not otherwise possible while encouraging innovation in biomedicine. The investment vehicle is attractive to investors because of the significant amount of alpha that the fund can generate on de-risked basis. Risk is mitigated by the fact that there is an arbitrage like opportunity for the institutional investor in events driven investments for the mispricing of an IPO. We examine a back-testing of ten years examining a long only strategy and later also look at a case study of Monashee Investment Management that currently most closely resembles the megafund IPO model.
by Harngid Cho.
M. Fin.
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Partridge, Julie. "Computer aided design innovation and the integration of design and manufacture." Thesis, University of Southampton, 1987. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.236349.

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Arslan, Fatih Seçkin Yavuz. "User-centered design criteria in automobile design with a case study of automobile dashboard design/." [s.n.]: [s.l.], 2006. http://library.iyte.edu.tr/tezler/master/endustriurunleritasarimi/T000384.pdf.

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Williams, Timothy. "Product ecosystems: Extrinsic value in product design." Thesis, Queensland University of Technology, 2019. https://eprints.qut.edu.au/132602/1/Timothy_Williams_Thesis.pdf.

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Industrial designers create the everyday products that enrich our lives. In recent decades, the discipline has been transformed by disruptive innovation, social change and the "humanisation of technology", with Industrial Designers now creating total user experiences across multiple products and services. Unfortunately, the design process sometimes fails to adapt to the increased complexity of our world. This thesis describes the development of a new and more holistic way to approach the complex task of design: Product ecosystem thinking. This new design 0ethod demonstrates how products gain value from the ecosystem, providing a conceptual framework for Industrial Designers.
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Venkataraman, Hemalatha. "Narrative Probes in Design Research for Social Innovation." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu1524135294341671.

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Venkatraman, Rajagopal. "Role of design service firms in product innovation." Link to electronic thesis, 2005. http://www.wpi.edu/Pubs/ETD/Available/etd-010406-181802/.

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Löfqvist, Lars. "Innovation and Design Processes in Small Established Companies." Licentiate thesis, University of Gävle, Ämnesavdelningen för industriell ekonomi, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-6156.

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This thesis examines innovation and design processes in small established companies. There is a great interest in this area yet paradoxically the area is under-researched, since most innovation research is done on large companies. The research questions are: How do small established companies carry out their innovation and design processes? and How does the context and novelty of the process and product affect the same processes?

The thesis is built on three research papers that used the research method of multiple case studies of different small established companies. The innovation and design processes found were highly context dependent and were facilitated by committed resources, a creative climate, vision, low family involvement, delegated power and authority, and linkages to external actors such as customers and users. Both experimental cyclical and linear structured design processes were found. The choice of structure is explained by the relative product and process novelty experienced by those developing the product innovation. Linear design processes worked within a low relative novelty situation and cyclical design processes worked no matter the relative novelty. The innovation and design processes found were informal, with a low usage of formal systematic design methods, except in the case of design processes for software. The use of formal systematic methods in small companies seems not always to be efficient, because many of the problems the methods are designed to solve are not present. Customers and users were found to play a large and important role in the innovation and design processes found and gave continuous feedback during the design processes. Innovation processes were found to be intertwined, yielding synergy effects, but it was common that resources were taken from the innovation processes for acute problems that threatened the cash flow. In sum, small established companies have the natural prerequisites to take advantage of lead-user inventions and cyclical design processes. Scarce resources were found to be the main factor hindering innovation, but the examined companies practiced several approaches to increase their resources or use existing scarce resources more efficiently in their innovation and design processes. Examples of these approaches include adopting lead-user inventions and reducing formality in the innovation and design processes.

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Sosa, Medina Ricardo. "Computational Explorations of Creativity and Innovation in Design." University of Sydney. College of Sciences and Technology, 2005. http://hdl.handle.net/2123/614.

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This thesis addresses creativity in design as a property of systems rather than an attribute of isolated individuals. It focuses on the dynamics between generative and evaluative or ascriptive processes. This is in distinction to conventional approaches to the study of creativity which tend to concentrate on the isolated characteristics of person, process and product. Whilst previous research has advanced insights on potentially creative behaviour and on the general dynamics of innovation in groups, little is known about their interaction. A systems view of creativity in design is adopted in our work to broaden the focus of inquiry to incorporate the link between individual and collective change. The work presented in this thesis investigates the relation between creativity and innovation in computational models of design as a social construct. The aim is to define and implement in computer simulations the different actors and components of a system and the rules that may determine their behaviour and interaction. This allows the systematic study of their likely characteristics and effects when the system is run over simulated time. By manipulating the experimental variables of the system at initial time the experimenter is able to extract patterns from the observed results over time and build an understanding of the different types of determinants of creative design. The experiments and findings presented in this thesis relate to artificial societies composed by software agents and the social structures that emerge from their interaction. Inasmuch as these systems aim to capture some aspects of design activity, understanding them is likely to contribute to the understanding of the target system. The first part of this thesis formulates a series of initial computational explorations on cellular automata of social influence and change agency. This simple modelling framework illustrates a number of factors that facilitate change. The potential for a designer to trigger cycles of collective change is demonstrated to depend on the combination of individual and external or situational characteristics. A more comprehensive simulation framework is then introduced to explore the link between designers and their societies based on a systems model of creativity that includes social and epistemological components. In this framework a number of independent variables are set for experimentation including characteristics of individuals, fields, and domains. The effects of these individual and situational parameters are observed in experimental settings. Aspects of relevance in the definition of creativity included in these studies comprise the role of opinion leaders as gatekeepers of the domain, the effects of social organisation, the consequences of public and private access to domain knowledge by designers, and the relation between imitative behaviour and innovation. A number of factors in a social system are identified that contribute to the emergence of phenomena that are normally associated to creativity and innovation in design. At the individual level the role of differences of abilities, persistence, opportunities, imitative behaviour, peer influence, and design strategies are discussed. At the field level determinants under inspection include group structure, social mobility and organisation, emergence of opinion leaders, established rules and norms, and distribution of adoption and quality assessments. Lastly, domain aspects that influence the interaction between designers and their social groups include the generation and access to knowledge, activities of gatekeeping, domain size and distribution, and artefact structure and representation. These insights are discussed in view of current findings and relevant modelling approaches in the literature. Whilst a number of assumptions and results are validated, others contribute to ongoing debates and suggest specific mechanisms and parameters for future experimentation. The thesis concludes by characterising this approach to the study of creativity in design as an alternative �in silico� method of inquiry that enables simulation with phenomena not amenable to direct manipulation. Lines of development for future work are advanced which promise to contribute to the experimental study of the social dimensions of design.
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Sheikh, Shiba. "Sharedcare : Design Oriented Innovation Scan of Informal Health." Research Showcase @ CMU, 2014. http://repository.cmu.edu/theses/76.

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Shared Care is a paradigm shift that addresses informal health, which probes into health for the healthy and care that is non-institutional. A shift from ‘my health is my problem’ to informal care systems based on proximity and trust. The community is mutually responsible for the health of its members and shares common goals of wellbeing. A growing population in urban contemporary cities, as they transition through different phases of life are not foreseeing the effects of place, social support and care in their long term wellbeing. With the lack of faith in a healthcare system that equates good care to insurance, the opportunity is to move away from problem & symptom-based, fee-for-service care to focus on preventative care that lies outside of the current system in the US. The hypothesis that guided the research considered the intersection between health and social as an alternate / complimentary approach to preventive care as understood today. By using design as a research tool, rich narratives of personas were created that enabled crystallizing the potential to shift from the ‘me’ to the ‘we’ paradigm of one’s wellbeing. Disclosing emergent spaces where service design can be used as an entrepreneurial approach to envision solutions that enable informal support systems between weak tied individuals based on physical proximity. Motivations, infrastructure and characteristics of designing for these emergent spaces in housing, mobility, work life, food systems and sociality, were identified as holistic components of ones overall wellbeing. By applying the ‘we’ paradigm framework to the design of services we can further investigate the transition towards health related sociality within communities.
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Wu, Chien-Hui, and 吳建輝. "Master technology pulse of innovation strategy and technology roadmap The transformation of ELAN Microelectronic Corp. in Taiwan IC design industry." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/vee5h4.

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碩士
國立臺灣科技大學
管理研究所
105
The rapid changes in the high-tech industry and the ever-changing market, Taiwan IC design industry innovation strategy is essential. In this thesis, we discuss the business team of Elan, in the face of huge rival Apple, Synaptic, how to set up atypical market strategy, take the initiative to assault and lead the business continuity. Elan has been experiencing bottlenecks and breakthroughs in the process of enterprise start-up and growth. In the face of these challenges and distress, the core technology ability, how to construct the technical blueprint and step by step training and acquisition, this study will be corroborated Information to be discussed in depth. The study found that Elan Electronics has been established for 23 years, with keen thinking to grasp the pulse of the market and through strategic innovation to break through the traditional competitive model, creating a sustained profit. Even if there is still a surplus of $ 300 million in the 2008 financial turmoil, it can be seen that in this dynamic competitive environment, Elan does not take incremental innovation that is easily replicated by competitors, but rather integrates and mergers and acquisitions. Can respond to changes in the market and quickly cut into, but also improve product profitability, so the practice has been out of IC Design Company’s traditional competitive model. In addition, facing the direct challenge of the red supply chain, Elan added a positive transition element, directly to the full module and solution provider role. In addition to master the original IC design core technology capabilities, more integrated module manufacturing and production of the middle and lower reaches of the industry, the future strategy of the layout of fingerprint identification and IOT related industries, and extend and create a knowledge-based industries different business models and values.
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"Product design innovation centre." 1999. http://library.cuhk.edu.hk/record=b5890215.

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Choi Lai Chun Lesley.
"Architecture Department, Chinese University of Hong Kong, Master of Architecture Programme 1998-99, design report."
Includes bibliographical references.
Chapter 1 --- Acknowledgments
Chapter 2 --- Design objectives
Chapter 3 --- client & user profile
Chapter 4 --- Site & context
Chapter 5 --- Design development
Chapter 6 --- Design project - overview
Chapter 7 --- Urban scale strategy
Chapter 8 --- Building scale strategy
Chapter 9 --- appendix 1 - planning & site contraint
Chapter 10 --- Appendix 2- schedule of accommodation
Chapter 11 --- appendix 3 - building cost estimates
Chapter 12 --- Appendix 4 - project finance & management
Chapter 13 --- Appendix 5 - programming report
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Wu, Hui-hua, and 吳繪華. "Product Design by Customer-driven Innovation Product Design by Customer-driven Innovation Through TRIZ." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/32840091553457520475.

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碩士
元智大學
工業工程與管理學系
94
In this research, we propose an integrated innovative design process with which we can systematically execute all the processes from customer voice to conceptual design. The Nominal group technique (NGT) builds a structured communication process to obtain customer requirements. After customer requirements are obtained, their importance has to be determined to continue the Quality function deployment (QFD) process. The proposed process which combine QFD with TRIZ effectively to identify the contradictions of TRIZ. A software TRIZ Innovative Principles(TIP) tool is developed based on this process. Application of the integrated innovative design process to the case of the design of economy flight cabins. It can be concluded that this integrated innovative design process is capable of using inventive principles of TRIZ more efficiently, effectively, and systematically to assist the managements to increase design values.
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Hsu, Chu-Ting, and 許筑婷. "Research of Product Innovation by Design Thinking Supplemented QFD—with Umbrella Cover Innovation Design." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/4925dk.

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碩士
亞洲大學
創意商品設計學系
107
The cleanliness and safety issues caused by a water-dripping umbrella seems to be a silent pain point to users. Covers in market for foldable umbrella are mostly made of nylon material with slight resistance to water, and They are easy to be lost as they are designed as an additional part of umbrella. In addition, disposable plastic umbrella cover provided in public places like shopping mall or department stores is surely to cause damage to the environment. This study proposes a new innovative design for umbrella cover by adopting approaches of design thinking process and quality function development theory, which would provide a foldable umbrella cover able to meet a better standard of waterproof, re-usage, and portability. This study is composed of two parts: innovation elements analysis (Phase I) and innovation implementation (Phase II). Phase I firstly integrates traditional design process with design thinking approach. Quality function development method (QFD) is then applied to analyse the pros and cons of the existing products. The house of quality frames the customer demand as the reference for the next phase. Phase II implements the innovation elements into a practical design. Based on Phase I, the study follows the combined design approach and design thinking tools to ideate, deliver and test the innovation. This study builds a systematic design process focusing on foldable umbrella cover innovation. The result addresses the key elements for the related firms and designers. The study method and result can be seen as the reference to the future research. The innovative product has been issued a utility model patent in Taiwan, and awarded 1 gold medal, 1 silver medal and 1 special prize from international invention competitions.
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43

Krager, Jarden Ellison. "Innovation study in engineering design." Thesis, 2009. http://hdl.handle.net/2152/ETD-UT-2009-12-512.

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Well developed innovation processes are becoming an essential component to the continued success of a large number of industries. Such processes build upon the evolutionary steps taken to advance innovation. In light of the need for innovation, companies and engineers must create the most efficient processes for their systems or product development teams. A step toward the creation of such processes, as well as the corresponding teaching of such processes in higher-education, is the development of a baseline of current best practices. This paper considers a contribution to this effort in the form of a study of a specific group of innovation practitioners. The study was created to probe a group of leaders in the engineering design domain using technical, demographic, and short answer questions. Various analysis methods are used to obtain a fundamental view of the answers to the questions but also the demographics of the participant group. Two deductive analysis methods are used, the first a set of hypotheses are explored from participant responses, and second a qualitative technique to understand links in the short answer portion of the study. An additional inductive approach is used, consisting of a correlating approach to compare responses to questions and understand trends across the participants. Results from the analysis emphasize the current perceptions of innovation by the participants and opportunities to refine our search for better innovation practices.
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44

Palma, Gabriel Tridente. "Design Thinking for Social Innovation." Master's thesis, 2020. https://hdl.handle.net/10216/129482.

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45

Palma, Gabriel Tridente. "Design Thinking for Social Innovation." Dissertação, 2020. https://hdl.handle.net/10216/129482.

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46

Chung, Yuan Fang, and 鍾元方. "The Innovation Design of Less." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/56268968331942818618.

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碩士
國立雲林科技大學
工業設計系
104
Development of functionalism era so far, there are many arguments about the product’s form and functions. Because of the advancement of technology and life, new developments of the relation between form and function had appeared. Most people generally think that the "form" of goods is no longer in the form of history that arose from technology or lifestyle. The present lifestyle stress fast and convenience. Many supplies and appliances have been transformed into a more convenient situation, "simple" has become a trend. The starting points of products are to transform technology into intelligence and to assist in living better. Products are not only simply aids but also gradually penetrate into human life, and have become a medium to improve the quality of life. Various styles of products in the market are rife in the society. The products which are provided with minimalist connotation become hot products on the market. The form that has simple form, easy to use, and with simple vision not only a symbol of friendly and technology but also reveals the desire for simplify of human. People need the products which can easily and quickly assist in living. Therefore, the theory and books about the discussion of simple but not crude are gradually appear. Less is not lacking, but a new attempt. The discussion in this study is by literature review. On the one hand is to analyze the spirit and compositions of representatives from "less" concept, on the other hand is to explore the meaning and spirit of simplify. Advance "less but new" to interpret the current "less". And then developing the simplify hierarchy chart as a design technique of "less but new", as a reference material of product design. The "less" of "less but new" means a simplified and reduction. In addition to remove the unnecessary sense of presence in product form, in the design spirit, "less" has connotations of service design and based on users. For example, to increase the efficiency by reduce the procedures from product users. To explore the design technique of "less but new" is not only aimed at the subtraction design on product form, but also to take the user and the environment into account. The complete design concept of "less but new" should be with corresponding technique of simplified.
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47

Yu, Chia-Ming, and 游家銘. "Design Leadership and Innovation Strategy." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/cvvwsw.

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碩士
國立臺北科技大學
工業設計系創新設計碩士班(碩士在職專班)
105
Businesses are faced with serious obstacles as global economic growth slows. They must constantly reinvent themselves in order to sustainably develop in this ultra-competitive environment. Taiwanese enterprises have moved past the OEM stage with the establishment of their own brands. However, the key to global and sustainable development lies in design leadership. To accomplish this goal, enterprises must be committed to think innovatively about their future strategies. Therefore, now the most important issue is how enterprises integrate design leadership and design thinking into their future innovation strategies to enhance their competitiveness.   This study selected four successful enterprises using design leadership for literature review and analysis. A hypothesis about design thinking being used for innovation strategy was made. Through in-depth interviews and secondary data analysis, three conclusions were reached. (1) Design Leadership: using people as the focal point, emphasizing user experience and demands, management support for design, and participation by team leaders during the design process are all essential to the success rate of a project; (2) Innovative Strategies: a clearly-defined organizational structure and independent budget organization both help plan requirements for a target product. Design-related research is conducted using user experience to find out future innovation directions. Creative ideas are formed through workshops and collected to create a database. Design is thus conceptualized for management to make decisions on future strategies. (3) Company Culture: using people as the focal point, team chemistry is achieved through constant innovation fused with aesthetic concepts. This chemistry in turn grants the company a better competitive edge.
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48

周裕傑. "Design of PCI Master Controller for Embbed System." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/73ut5x.

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碩士
南台科技大學
電機工程系
93
This paper presents the design of PCI Master Controller for Embedded System. The Peripheral Component Interconnect (PCI) is a standard local bus for high-speed processors and peripheral controllers. This standard has been adopted by several key processors such as Alpha , Power PC and x86. PCI was originally intended for communication between high-bandwidth LSI devices on the high-performance processor motherboard. However, with this introduction many peripheral designs of add-on cards change from ISA to PCI bus, even low speed data acquisition interface. Therefore, the purpose of this paper is to implement a PCI bus master controller for embedded system that can be integrated into a FPGA with embedded processor. Finally, a functional system test for data transmission over UART to a PCI Interface BIOS debug card was carried out.
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Sun, Ching-Wen, and 孫菁妏. "Co-Design Method for Service Innovation." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/24162159021820426950.

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碩士
國立交通大學
應用藝術研究所
99
Technological developments have a profound influence on people’s lives, and introduce the prospect of diverse new service developed to provide users with a higher quality of life. Unfortunately, a number of technologies remain new to most users, and services that adopt these high-end technologies often confused users or make them uneasy. These services are meant to help people to accomplish their goals, but it doesn't necessarily turn out the way they expected. To create services that fulfill the needs of users, designers must listen to those needs, and take those needs into consideration. This study aims to develop a co-design method, enabling designers to uncover the inner demands of users. n addition, we unravel the difficulties faced by designers and users in the co-design process, and explore methods for developing processes. In addition, we establish U-Service, a method for implementing co-design based on the theory and methods of participatory design. The three main stages of this study are developed through the process of experimentation. First, the exploration stage focuses on the difficulties involved in co-design. Next, we propose an initial method to overcome these difficulties, and test it for further modification in the second stage. Finally, we propose our U-Service in the finalization stage. U-Service is a method for guiding the implementation of co-design for the development of ideas inspired by user insight. The entire process comprises three stages. Through this three-stage (preparation, workshop, and organization) procedure, a better understanding is developed, and trust between the designer and user is established. As a result, a better design outcome can be achieved. This study is dedicated to developing a co-design method for service designers today and the proposed U-Service method is explained in detail. In addition, an illustrative case study is also provided.
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50

Lee, Yin-Kai, and 李胤愷. "The Creation of Design Driven Innovation." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/84918939237541158105.

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碩士
國立臺灣科技大學
設計研究所
104
Recently, with the continuous development of society, “Innovation” is always being mentioned, like as technological innovation or marker innovation. If businesses want to reform, they cannot develop without innovation. Given the diversity of technology applications and progress of manufacture are offer more possibilities of products. How to make the product stand out from market saturation and competitiveness? Therefore, we will discuss the issue of “Design-Driven Innovation” which is be lead and integrated by design, trying to provide a new design way and innovation. The design thesis depended on society or life issues. After finished the concepts and rewarded international design awards, we implemented the prototype with the model of interdisciplinary cooperation which dominated by design. The first and second projects are “Cloud-based drip monitoring system” and “Easy pin” which awarded IDEA in 2013, the final one is “SOSMS” which awarded Mobileheros in 2015. These projects connected different field’s experts from NTUST and NTUT. A design expert lead the experts from different fields. From observation to interview, we explored and adjusted the product services and contents, and then, we finished the prototype and executed usability evaluation. The process of the combination of professional interdisciplinary cooperation can bring out the more valuable design which is close the user’s needs and expectations.
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