Creativity, Innovation, Ent Repreneurship: Design Thinking
Creativity, Innovation, Ent Repreneurship: Design Thinking
REPRENEURSHIP
& DESIGN THINKING
Shyhnan Liou, ICID, NCKU
3C as holistic value chain
三創:創意 X 創新 X 創業
Design thinking as creative process of
problem solving
Team
Business model Future
Value
37
Why Creativity?
Creativity for design
Why design?
We design for ….
https://
www.youtube.com/watch?v=r8SnqImNv74
Living labs is
42
IDR 2012
Successful innovation
Re a l Life
Co nte xt ( whe re / whe n)
LL Te a m
(De sig ne rs, Tre nd a na lysis O p e ra ting in re a l life c o nte xt !!
Psyc ho lo g ist)
Use rs ( who , wha t )
Ne
ed
an
a ly
s is
ICID
Fie ld
Be tte r life
( We ll Be ing )
io n
da t
Sm a rt Living v a li
Te c hno lo g y
Te c h fo rc a sting / va lid a tio n
Living La b s
(inno va tive / ( Op e n inno va tio n )
fo rsig hte d )
Susta ina b le o p e n c o -c re a tio n
e nv iro nm e nt !!
ty
b usine ss
ci
y
lic
ho
Po
Ec
Co m m unity
Go ve rm e nt ind ustrie s
( c itize ns)
Design Thinking
Creative process of problem solving
Design Thinking is creative problem solvin
g process
46
Dynamic creative process: divergent X convergent
49
Sprint Design ( google)
3C & DT
Cases IDEO
https://www.ideo.com/work/#work_items
Sprint design Google V
http://www.gv.com/sprint/
Stanford Dschool
http://dschool.stanford.edu/use-our-methods/
EMPATHIZE
“To create meaningful innovations, yo
u need to know your users and care abo
ut their lives.”
Empha size understa nd UX
The define mode is when you unpack and synthesize your empathy findi
ngs into compelling needs and insights, and scope a specific and mea
ningful challenge. It is a mode of “focus” rather than “flaring.”
Two goals of the define mode are to develop a deep understanding of
your users and the design space and, based on that understanding, to
come up with an actionable problem statement: your point of view.
Your point of view should be a guiding statement that focuses on spe
cific users, and insights and needs that you uncovered during the em
pathize mode.
More than simply defining the problem to work on, your point of view
is your unique design vision that you crafted based on your discover
ies during your empathy work. Understanding the meaningful challenge
to address and the insights that you can leverage in your design wor
k is fundamental to creating a successful solution.
WHY define
The define mode is critical to the design process because it explicitly ex
presses the problem you are striving to address through your efforts. In o
rder to be truly generative, you must first craft a specific and compellin
g problem statement to use as a solution-generation springboard.
As a test, a good point of view (POV) is one that:
Provides focus and frames the problem
Inspires your team
Provides a reference for evaluating competing ideas
Empowers your team to make decisions independently in parallel
Fuels brainstorms by suggesting “how might we” statements
Captures the hearts and minds of people you meet
Saves you from the impossible task of developing concepts that are all thi
ngs to all people
Is something you revisit and reformulate as you learn by doing
Guides your innovation efforts
Case 1
62 IDEATE
“It’s not about coming up with the
‘right’ idea, it’s about generating
the broadest range of possibilities.”
Ideation_DT 2014
We ideate in order to transition from identifyin
g problems to creating solutions for your users
63
Impose
Stroke Fa cilita e
constra int
Empa thy ma p
Define Ideate
Problem Solution
Journey ma p
Design
principle
[USER] needs to [USER’S NEED] because [SURPRISING What might we [solution] to [USER’S NEED] ?
INSIGHT]
Ideation_DT 2014
Process of ideation: Brainstorming
64
Ideation_DT 2014
Why facilitate?
65
Ideation_DT 2014
66 Ideation_DT 2014
67 Ideation_DT 2014
More strategies for getting ideas
68
Ideation_DT 2014
PROTOTYPE
Build to think and test to learn
WHAT is the Prototype mode
The Prototype mode is the iterative generation
of artifacts intended to answer questions that
get you closer to your final solution.
In the early stages of a project that question
may be broad – such as “do my users enjoy co
oking in a competitive manner?”
In these early stages, you should create low-r
esolution prototypes that are quick and cheap
to make (think minutes and cents) but can elic
it useful feedback from users and colleagues.
WHAT is the Prototype mode 2
In later stages both your prototype and question may get a
little more refined. For example, you may create a later s
tage prototype for the cooking project that aims to find o
ut: “do my users enjoy cooking with voice commands or vis
ual commands”.
A prototype can be anything that a user can interact with
The Test mode is when you solicit feedback, about the prot
otypes you have created, from your users and have another
opportunity to gain empathy for the people you are designi
ng for.
Testing is another opportunity to understand your user, bu
t unlike your initial empathy mode, you have now likely do
ne more framing of the problem and created prototypes to t
est.
Both these things tend to focus the interaction with users
, but don’t reduce your “testing” work to asking whethe
r or not people like your solution. Instead, continue to a
sk “Why?”, and focus on what you can learn about the per
son and the problem as well as your potential solutions.
WHAT is the Test mode
Design thinking
for issue &
solution
Design thinking
for sustainable
model
Design thinking
for scaling up
Challenges in Social Innovation Process
Problem
Identification
All Stakeholders’
Needs
Network for
Sustaining Social
Communication
86
Social Innovation Process
Systemic
Objective Prompt Proposal Prototype Sustaining Scaling Change
Phase Empathy Define Ideate Prototype Testing Modeling Diffusion Networking System
Individual Level
Social Needs ?
Society Level
What is unmet social need in CC
I ?
Healthier
• Cultural Preservation ?
Safer
• Cultural Regeneration ?
Smarter • Local Identity ?
Happier • New Lifestyle ?
Cleaner • Support for Talents ?
Richer • Space Reuse ?
Fairer • Education ?
More democratic • Industry Development ?
Social Enterprise: ( 社會企業 )
An organization that applies commercial strategies to max
imize improvements in human and environmental well-being
(Enterprise for social innovation)
Social Entrepreneur: ( 社會創業家 )
Individuals with innovative solutions to society’s most
pressing social problems (Initiators for social enterpris
e)
Social Design: ( 社會設計 )
The use of design process to bring about social change
CSR (Corporate Social Responsibility): ( 企業社會責
任)
A company’s sense of responsibility towards the communit
Thrash, Todd M., and Andrew J. Elliot. "Inspiration as a psychological construct." Journal of personality and social psychology 84.4
(2003): 871.
Component processes
a relatively passive proc a relatively active process t
ess that they called be hat they called being inspir
ing inspired by ed to
The process of being insp The process of being inspired
to involves motivation to ac
ired by involves apprec tualize or extend the valued
iation of the perceived qualities to a new object.
intrinsic value of a st
imulus object.
Transcenden
Evocation Approach
ce
Motivation
Thrash, Todd M., and Andrew J. Elliot. "Inspiration: core characteristics, component processes, antecedents, and function."
Journal of personality and social psychology 87.6 (2004): 957.
Inspiration in design thinking
更完整的科技使命
從綠色到橘色
(節能/減碳)
地球暖化
綠色科技
科技
失控成長 更完整的 科技使命
(工業化)
橘色科技
貧富懸殊/ 金融風暴/ 恐怖主義
(幸福/關懷/健康)
幸福 生理 文化 文明生活
經濟 地理 心理
學 學 學
科技始終來自人性
Human factor engineering
Customer orientation
User center design
Positive psychology
Happiness science
Humanitarian technology…
科技始終來自人性
Brain-Machine
Customer orientation
The substance of style
Assistive technology
for disabled people
Green to Orange 120
The Sun, The Genome, The Int
ernet
將太陽能、基因工程
、網際網路通力合作
,打造出未來公義的
社會,
也主張人類必須將倫
理推力加諸科技發展
,也是強調人文為科
技的基礎。
人道主義科技( humanitarian technology)
http://www.unfoundation.org/global-port.html
失控的成長 在電影「摩登時代」裡,
卓別林表達對工業革命抹滅人性的不滿
失控的成長
古老文明都踏入了「進步的陷
阱」──在文明發展至巔峰時,對
生態的索求也到達頂點,為了追
求持續的成長繁榮,只好搶劫未
來,以支付眼前的開銷,最後將
大自然賜予的款待洗劫一空,然
後隨著環境的崩毀而瓦解。進步
就是不斷的向前走,但我們最終
得到了什麼?
失控的成長
「歷史每重演一次,代價就上漲一次。」地球上第一個
文明蘇美瓦解時,只影響到五十萬人;
羅馬的衰亡則影響了上千萬人;
假若我們的現代文明失控,將為數十億人帶來無盡災難
。
廿世紀期間,世界人口數成長了四倍,經濟成長則超過
四十倍,這樣的進步以著大規模的猛烈攻擊為代價,生
物圈中沒有一個角落能躲過這種大量出血性的耗損。
今日的人類在經濟層面上皆如出一轍,以整個地球的自
然資本為生。在這場堅持「經濟沒有極限」的遊戲中,
過去的輸家是窮人,如今玩輸的,卻是地球。
綠色科技
過度工業化,代價是過度
的耗損能源以及污染導致
自然環境的破壞,
綠色科技就是對環境友善
的科技,其目的即在減低
人們經濟活動帶來的負面
影響以維護自然環境與資
源。綠色科技以永續發展
為核心目標,而解決方法
也講究符合社會公平、經
濟允許和環境健全的準則
。
橘色科技
橘色科技是由台灣國立成功大學王駿發教授所提出的理
念,為了是希望呼籲全世界更多各方有志之士,從
綠色科技到橘色科技,甚或從綠色運動到橘色運動,加
強人本科技之研究與提倡,讓科技真正帶給人類健康幸
福與人文關懷。
其範疇將涵蓋 :(1) 老人健康安全照護與疾病預防、 (2)
兒童健康安全照護與疾病預防、 (3) 受災戶天然災害防
治與救援、 (4) 低收入家庭照護與關懷、 (5) 身心靈障
礙照護與關懷、 (6) 人文素養之提升等,來加速這方面
科技之推動。橘色科技甚至可以再延伸為橘色經濟,橘
色設計,橘色產品,橘色空間等(引自維基百科)
為什麼綠色科技之外還要發展橘色科技?
這根本的關聯,在於人們的生活
品質是他們與所處環境下彼此互
動的結果。
特定的物理與社會的環境提供了
可能的生活方式與內容;而人們
的生活方式與行為也將會影響與
建構生活的環境。
綠色科技從環境的危機覺醒強調
生存環境的保護與建設,然而,
若是人們的生活方式與意識型態
還是像過去一樣,持續的耗損所
生存的環境,則綠色科技僅是危
機處理式的治標不能治本。
綠色科技的必須搭配橘色科技的
建立,才能更根本的落實。
為什麼綠色科技之外還要發展橘色科技?
相對於工業發展對環境耗損的代
價,所喚醒的綠色科技運動,這
兩百年來的科技文明,以及所催
化資本主義的自由市場,卻極化
貧富差距;
正如經濟學家 Fred Hirsch 在
《成長的社會限度》書中的警告
:「科技無論怎麼發展,都無法
讓全世界的人普遍享用到」。
政治學家 Robert Lane 在《市
場自由的失樂園》提出近兩個世
代以來,罹患嚴重憂鬱症的比率
已經增加三倍以上,
金融風暴
《思維的疆域》作者
Richard Nisbett ,對於長久
以來東西方思想及行為的差
異,也提出該差異之地理與
經濟的文化深層基礎。人們
如何在相異文明下彼此關懷
以共同追求幸福快樂,是人
本主義主要的價值。
關愛的文明價值
剖析為何人類社會的演變在不同的地
域竟有如此截然不同的結果,指出各
地人種並非智力不同,而只能發展出
最適合當地生物和地理環境的文明。
作者提出一個不爭的事實:因為各大
洲的「自然資源」(也就是生物地
理)本來就分配不平等,所以導致各
地社會的發展在起跑點上就有落差;
「槍砲、病菌、與鋼鐵」
關愛的文明價值
Diamond 以更為寬廣的視野,檢視歷
史上文明的衰頹與延續之因,為「進
步」重新定義。在《大崩壞》一書試圖
從中尋找出這些文明最後滅絕的原因與
模式。除了生態環境的破壞、氣候變化
、強鄰威脅、友邦的支持等因素之外,
他認為最重要的關鍵在於︰一個社會面
對環境問題的應變能力如何。一些文明
社會沒落了,另一些社會卻找到了解決
問題的方法,得以存續發展。
跨領域整合
橘色科技是積極人文
與科技的跨領域合作
的實踐工程。
綠色與橘色並茂
從綠色到橘色,除了是借鏡
於綠色科技的興起運動,更是
整體與的反省科技對於人類文
明推動的目的,尤其在工業革
命之後所衍生的文明與生活的
衝突,如何保護以及永續人類
的生存環境,以追求健康與幸
福的生活,也就是綠色與橘色
並茂,是當前綠色科技之外更
應發展的橘色科技。
橘色科技是積極人文與科技的跨領域合作的實踐工程。經由生活實驗與
開放創新,讓科技真正帶給人類健康幸福與人文關懷
未來社會情境
Context ( When, Where )
橘色計畫
趨勢分析 (likelihood, Impact ) 未來生活
人性設計 Target ( Who, What )
創新前瞻科技研發 前瞻技術預測 需求
(Opportunity, Threat )
商機
政府政策
產業,市場
However…
What’s creativity resides?
Design why? Culture matters!
Where does creativity reside?
145
The culture-creativity
most creative products, design…
Are some cultures more creative?
146
“a tradition of tinkeri
ng and building has made
Japan welcoming to exper
imental ideas, no matter
how eccentric” (Fackler
, 2007, New York Times).
culture-creativity
146
What is creative does not have to be a new creation. An old idea in a cert
ain cultural tradition may be perceived to be a creative idea in another c
ultural tradition (Niu & Sternberg, 2001).
147 culture-creativity
what is creative to an individual may not be seen
as creative to the group or the larger culture.
148
Portrait of Dr. Gachet
$147.8 million
culture-creativity
Infernal affairs
149
culture-creativity
Popular in west, but not in home country?
150
culture-creativity