Design, Creativity and Innovation
2014-2015 - IMT4182 - 10 ECTS

On the basis of

IMT1431 "Designmetoder" or equivalent course.

Expected learning outcomes


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


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


  • Idea creation/Brainstorming
  • Iterative design
  • Design as research
  • Rapid prototyping
  • Communication design
  • Synthetic-analytic media research
  • Analytical writing

Teaching Methods

Mandatory assignments

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

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



  • 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).


  • 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:
  • 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:
  • Løvlie, A. S. (2013). "flâneur, a walkthrough: locative literature as participation and play". Indichtung-digitalNo. 42. Available from: