Design, Creativity and Innovation
2014-2015
-
IMT4182
- 10 ECTS
On the basis of
IMT1431 "Designmetoder" or equivalent course.
Expected learning outcomes
Knowledge
After completing this course, the student should have knowledge about:
- Methods for idea creation/brainstorming
- Methods for analyzing digital media
- Research by design, design as object and method of research
- Innovation theory
- Communication theory
Skills
After completing this course, the student should be able to:
- Work systematically with developing creative and innovative design ideas and concepts
- Work iteratively with refining a design idea from rough sketch to more elaborate proof-of-concept or prototype
- Analyze and evaluate different designs according to their creative and innovative contribution
- Analyze and extract knowledge contribution from a design process (design as research)
General competence
Through this course, the student should develop his/her general competence in the following areas:
- Innovation
- Cross-disciplinarity
- Teamwork
Topic(s)
- Idea creation/Brainstorming
- Iterative design
- Design as research
- Rapid prototyping
- Communication design
- Synthetic-analytic media research
- Analytical writing
Teaching Methods
Essay
Lectures
Mandatory assignments
Meeting(s)/Seminar(s)
Tutoring
Teaching Methods (additional text)
The course will normally be taught through a series of intensive seminars. Each seminar will normally be 1-2 days.
Form(s) of Assessment
Essay
Evaluation of Project(s)
Form(s) of Assessment (additional text)
Group project (60%)
Individual report (40%)
Both parts must be passed separately.
Grading Scale
Alphabetical Scale, A(best) – F (fail)
External/internal examiner
External examiner.
Re-sit examination
Next time the course is run.
Coursework Requirements
- Compulsory participation in at least 3 of 4 seminars
- 3 compulsory assignments must be approved in order to be allowed to hand in the final project
Teaching Materials
Curriculum IMT4182 Design, Creativity and Innovation
Books:
- Arola, Kristin L.; Jennifer Sheppard and Cheryl E. Ball (2014) Writer/Designer: A Guide to Making Multimodal Projects, London, UK: Macmillan. (150 pages)
- Carlson, Curtis R. and Wilmot, William W. () Innovation: The Five Disciplines for Creating What Customers Want. New York, NY: Crown. (288 pages)
- Gray, Dave; Sunni Brown; and James Macanufo (2010) Gamestorming. Sebastopol, CA: O'Reilly. Chapters 1-4 (76 pages)
- Krippendorff, Klaus (2006) The Semantic turn. Boca Raton, FL: CRC Press. Kap. 2 og 7 (100 pages)
- Schön, Donald A. (1983): The Reflective Practitioner: How Professionals Think in Action. London, UK: Ashgate. Kap. 1-3 (102 pages).
Articles:
- Asaro, Peter M. (2007) “Transforming Society by Transforming Technology: The Science and Politics of Participatory Design”. InAccounting, Management and Information Technologies, Vol 10, No. 4. Available from: http://www.peterasaro.org/writing/pd_cms.html
- Fagerjord, Anders. (2014) “Evaluating Innovations in Locative Experiences“. Paper read at The International Symposium on Media Innovations 2014, Universty of Oslo, 24 April 2014. Available from: http://fagerjord.no/blog/ismi2014/
- Løvlie, A. S. (2013). "flâneur, a walkthrough: locative literature as participation and play". Indichtung-digitalNo. 42. Available from: http://www.dichtung-digital.de/journal/archiv/?issue=42