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2013/2014  KAN-CIEB2001U  Design af IT og forretning

English Title
Designing Business IT

Kursusinformation

Sprog Dansk
Prøve-ECTS 7,5 ECTS
Type Valgfag
Niveau Kandidat
Varighed Et semester
Placering Forår
Ændringer i skema kan forekomme
Mandag 08.00-11.30, uge 6-16,18
Tidspunkt Se skemaet på e-Campus
Min. antal deltagere 10
Max. antal deltagere 50
Studienævn
Studienævnet for HA/cand.merc. i erhvervsøkonomi og informationsteknologi, MSc
Kursusansvarlig
  • Mads Bødker - Institut for IT-ledelse (ITM)
Primære fagområder
  • Informatik/Information Systems
  • Innovation og entreprenørskab/Innovation and entrepreneurship
  • Kommunikation/Communication
  • Ledelse af Information og Videnledelse/Management of Information and Knowledge Management
  • Oplevelsesøkonomi og serviceledelse/Experience economy and service management
Sidst opdateret den 17-02-2014
Læringsmål
  • Identify and compare the scope and utility of various methods in creative, innovation and design-oriented IT projects
  • Do in-depth critical research and analysis of users and their context and apply such research to the development of new digital products and services
  • Reflect on theoretical and methodological aspects of various methods within a broad interaction design framework.
  • Apply user-centred design principles, personas and scenario-based development, ethnography-inspired and participatory design methods as well as iterative design processes, working towards the delivery of valuable services or products within the field of business IT.
  • Develop and present a comprehensive prototypes and expressive visualizations of a product.
  • Perform a principled, critical assessment of proposed designs, and offer alternatives or suggestions for further iterations.
  • Use a technological design tool to device functionality and information architecture of a digital service or technology
Prøve/delprøver
Eksamen:
Prøveform Mundtlig prøve på baggrund af skriftligt produkt

Det er en forudsætning for at deltage i den mundtlige prøve, at det skriftlige produkt er afleveret inden afholdelse af prøven; inden for fastsat frist. Karakteren gives på baggrund af en helhedsbedømmelse af det skriftlige produkt og den individuelle mundtlige præstation.
Individuel eller gruppeprøve Gruppeprøve, grupper bestående af max. 5 studerende
Omfang af skriftligt produkt Max. 15 sider
Der indgår et 'produkt', dvs. fx. en prototype af en digital service eller lignende i opgaven.
Opgavetype Projektrapport
Varighed
Skriftligt produkt afleveres på en fastsat dato og tidspunkt.
20 min. pr. studerende, inkl. votering, karaktergivning og begrundelse
Bedømmelsesform 7-trins-skala
Bedømmer(e) Eksaminator og bi-eksaminator
Eksamensperiode Forårstermin
Syge-/omprøve
Samme prøveform som ved ordinær prøve
Samme som ordinær prøve
Beskrivelse af eksamensforløbet
Eksamen tager udgangspunkt i den indleverede rapport, men der kan spørges ind til pensum
Kursets indhold, forløb og pædagogik
The course will feature practical design activities and visualization work as core disciplines for development of digital services and products, and it will equip students to think, visualize, critique, facilitate and present design concepts. It will further focus on a critical, reflective understanding of design methods and their judicious application. 
The course will focus on design-centric research methods drawing on an interaction design framework. This entails visualizing, sketching on paper, developing simple prototypes in software, conducting, analyzing and presenting quick-and-dirty design ethnographies, user-centered design, participatory design, personas and scenarios development and an overall philosophy of rapid, iterative design processes. 
The process of prototyping at early stages in the development process is emphasized in the course. Rapid iterations of lo-fidelity designs or mock-ups will be used extensively in the student design teams to “ask questions” and glean knowledge from the users and the particular business contexts for which the teams design. 
The literature will cover practical design methods derived from, and building on, Human-Computer Interaction methods and insights, as well as methodologies and theoretical readings in the humanities and social science. 
Design teams and project work: 
The outset for all of the coursework and the exam will be a student design project, and practical work is part of the in-class activities as well as workshops. Parts of the teaching will be lab-based, i.e. entailing engaged group work around the design of a product or a service. 
The students will be using a prototyping application for their project work. It is expected that the students will have gained some competence with the application before embarking on the design project. The typical product is a prototype produced and presented in a particular medium (e.g. on a computer, a device, paper, or video). 
All student design teams will perform a mandatory presentation of their ongoing work 3 times during the course, and prepare relevant questions to ask of their design (this is the “design crit” session, parts of which will be based on a design-space analysis/argumentation method). Doing their project, the students must work in 2-5 (3 or more being ideal) person design teams to be able to cover sufficient ground in the project in terms of data collection for the case context as well as to do timely design critique throughout the project. Interdisciplinary work and bringing different competences to bear is key for good projects. 
The project (product) is of the students own choosing, and can include work that involves design for (and with) public sector services as well as private enterprise – note that for the area chosen, the students must identify and use 2 peer reviewed research papers. 
It is expected (and highly recommended) that a group is formed and a project or case is defined as early as possible in the course period, so that work on the product (the prototype) can commence early
Undervisningsformer
Forelæsninger
Workshops
Præsentationer
Foreløbig litteratur
Bødker, S. (2000). Scenarios in user-centred design-setting the stage for reflection and action. Interacting with computers, 13(1), 61-75. 
Brandt, E. (2007). How tangible mock-ups support design collaboration. Knowledge, Technology, and Policy, 20(3), 179-192. 
Buchenau, M. & Fulton-Suri, J (2000). Experience Prototyping, in Proceedings of ACM DIS, 2000. 
Buur, J., & Sitorus, L. (2007). Ethnography as Design Provocation. Proceedings from Ethnographic Praxis in Industry Conference, Keystone, CO, USA. 
Buur, J., Binder, T., & Brandt, E. (2000). Taking Video Beyond “Hard Data” in User Centred Design. the Proceedings of the Participatory Design Conference, New York, CPSR, December. 
Erickson, T. (1995). Notes on Design Practice: Stories and Prototypes as Catalysts for Communication. In Scenario-based design: envisioning work and technology in system development (pp. 37–58). John Wiley & Sons, Inc. New York, NY, USA. 
Fallman, D. (2003). Design-oriented human-computer interaction. Proceedings from Proceedings of the SIGCHI conference on Human factors in computing systems. 
Gaver, B., Dunne, T., & Pacenti, E. (1999). Cultural Probes. Interactions, Volume 6. 
Hertzum, M. (2003). Making use of scenarios: a field study of conceptual design. International Journal of Human-Computer Studies, 58(2), 215-239. 
Kimbell, L (2009). Beyond design thinking: Design-as-practice and designs-in-practice, paper presented at CRESC Conference, Manchester, September 2009. 
Kolko, J (2010) Abductive Thinking
and Sensemaking:
The Drivers of Design Synthesis, Design Issues: Volume 26, Number 1 Winter 2010 
Latour, Bruno: “Where Are the Missing Masses? The Sociology of a Few Mundane Artifacts”, findes her: www.bruno-latour.fr/articles/article/50-MISSING-MASSESrepub.pdf 
MacLean, A, Bellotti, V. and Shum, S: Developing the Design Space with Design Space Analysis, in: Byerley, P.F., Barnard, P.J., & May, J. (eds) Computers, Communication and Usability: Design issues, research and methods for integrated services, pp. 197-219. Elsevier: Amsterdam (1993), available at http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.98.1184&rep=rep1&type=pdf 
Messeter, J. (2009). Place-specific computing: A place-centric perspective for digital designs. International Journal of Design, 3(1), 29-41. 
Millen, D.R. 2000: Rapid ethnography: time deepening strategies for HCI field research, Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques 
Mogensen, P (1992): Mogensen, P. (1992). Towards a provotyping approach in systems development. Scandinavian Journal of Information Systems, 4(1), 5. 
Myers, M. D. (ed.) 1997: Qualitative Research in Information Systems, in MIS Quarterly, available at http://www. misq.org/discovery/MISQD_isworld/ 
Norman, D. A. (1999). Affordance, conventions, and design. Interactions, 6(3), 38-43. 
Zimmerman, J, Forlizzi, J. and Evenson, J. 2007. Research through design as a method for interaction design research in HCI. In Proceedings of the SIGCHI conference on Human factors in computing systems (CHI ‘07)

Buxton, Bill (2007): “Sketching User Experiences - Getting the Design Right and the Right Design”, Morgan Kaufmann, 2007 (COURSE BOOK 1) 
Greenberg, Carpendale, Marquardt, & Buxton 2012: Sketching User Experiences: The Workbook, Morgan Kaufmann, 2012 (COURSE BOOK 2) 
Fraser, H. M. A. (2009). Designing Business: New Models for Success. Design Management Review, 20(2), 56-65, available at: http://www.dmi.org/dmi/html/publications/news/viewpoints/09202FRA56.pdf
Martin, R (2009): What is Design Thinking Anyway? Online article accessed Mar. 1, 2011, at http://observatory.designobserver.com/entry.html?entry=11097 
Nielsen, L. 2007, 10 Steps to Personas, available at http://www.hceye.org/HCInsight-Nielsen.htm
Sidst opdateret den 17-02-2014