2026/2027 KAN-CSIEO1701U Business: Concepts and Prototypes
| English Title | |
| Business: Concepts and Prototypes |
Course information |
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| Language | English |
| Course ECTS | 7.5 ECTS |
| Type | Mandatory (also offered as elective) |
| Level | Full Degree Master |
| Duration | One Quarter |
| Start time of the course | Autumn |
| Timetable | Course schedule will be posted at calendar.cbs.dk |
| Study board |
Study Board for Markets & Innovation
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| Programme | Master of Social Sciences in Organisational Innovation and Entrepreneurship |
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| Last updated on 16/06/2026 | |
Relevant links |
| Learning objectives | ||||||||||||||||||||||||
The student should be able to :
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| Prerequisites for registering for the exam (activities during the teaching period) | ||||||||||||||||||||||||
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Number of compulsory
activities which must be approved (see section 13 of the Programme
Regulations): 1
Compulsory home
assignments
A mandatory assignment of the course. The mandatory assignment is graded approved/not approved by one examiner on an individual basis. The assignment must be approved in order to participate in the regular exam. Please note that if a student does not hand in the mandatory assignment, there will be no further tries, and the student will not have access to the ordinary exam. Nevertheless, if the mandatory assignment is not approved, or if the student is ill (documented), he or she will have a second try before the ordinary exam. |
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| Examination | ||||||||||||||||||||||||
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| Course content, structure and pedagogical approach | ||||||||||||||||||||||||
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This course introduces students to the creation, testing, and presentation of business concepts and prototypes developed through collaborative processes. Drawing on theories and methods from entrepreneurship, innovation, and design, the course treats business concepts and prototypes not as fixed outcomes, but as provisional and evolving representations of value propositions that support learning, experimentation, and sensemaking under conditions of uncertainty.
The course is organized as a studio-based learning process structured around seven interconnected modules. Students begin by pitching tentative ideas and forming diverse teams. Through successive cycles of fieldwork, analysis, ideation, and prototyping, students systematically interrogate assumptions about users, problems, and value, using relevant theoretical frameworks and methodological approaches. Interviews and observations are central activities throughout the course and provide empirical material for reframing problems and proposing solutions.
Rather than applying frameworks mechanically, students are expected to engage critically with approaches from entrepreneurship, innovation, and design, such as value proposition design, ethnographic methods, and prototyping. Students learn not only how to apply these theories and methods, but also how to use the experience of applying them as a basis for critically reflecting on their strengths and limitations.
Learning unfolds through continuous iteration, peer-to-peer feedback, and instructor guidance. Each session combines short lectures, hands-on group work, and presentations, with feedback functioning as a central mechanism for learning. Students document their process throughout the course, supporting reflexive engagement with the theoretical frameworks they apply and the methodological choices they make.
The course culminates in a trade show–style exhibition, where students present their business concepts and prototypes to peers and external judges. This setting foregrounds communication and the systematic collection of feedback as integral parts of concept and prototype development.
In developing and refining a business concept and a related prototype, students are expected to integrate theoretical and empirical material and to critically assess the strengths and limitations of selected approaches.
The outcome of this process will be the Mandatory Assignment. The Mandatory Assignment is graded as “Pass/Fail” on an individual basis. Students must receive a “Pass” before being allowed to take the Final Exam. The Final Exam will be a 10-page take home assignment. |
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| Research-based teaching | ||||||||||||||||||||||||
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CBS’ programmes and teaching are research-based. The following
types of research-based knowledge and research-like activities are
included in this course:
Research-based knowledge
Research-like activities
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| Description of the teaching methods | ||||||||||||||||||||||||
| Studio teaching | ||||||||||||||||||||||||
| Feedback during the teaching period | ||||||||||||||||||||||||
| The class is taught in a studio format, where feedback is a central resource for learning. In each session, students engage in group exercises and discussions in which a range of peer-to-peer feedback tools are practiced. Each session also includes individual or group presentations, with feedback provided by both peers and instructors. In addition, instructors offer summative feedback to the entire class at the beginning and end of each session, highlighting strong examples as well as common pitfalls. Alongside these group-based feedback practices, students maintain field diaries and logbooks that support reflection on their learning process. Finally, office hours provide opportunities for both group and individual feedback. | ||||||||||||||||||||||||
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| Further Information | ||||||||||||||||||||||||
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Minor changes may occur to this course description until 30 June. |
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| Expected literature | ||||||||||||||||||||||||
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Beckman, S. L., & Barry, M. (2007). Innovation as a learning process: Embedding design thinking. California Management Review, 50(1), 25–56. Blank, S. (2013). Why the lean start-up changes everything. Harvard Business Review, 91(5), 63–72. Buchenau, M., & Suri, J. F. (2000). Experience prototyping. In Proceedings of the Designing Interactive Systems Conference (DIS ’00) (pp. 424–433). ACM Press. https://doi.org/10.1145/347642.347802 Corvellec, H., & Hultman, J. (2014). Managing the politics of value propositions. Marketing Theory, 14(4), 355–375. Garud, R. Schildt, H. A. & Lant, T. K. (2014) Entrepreneurial storytelling, future expectations and the paradox of legitimacy. Organization Science. 25 (5): 1479–1492. Johnsen, C.G., Olaison L. and Sørensen, B.M. (2018) ’Put your style at stake: A new use of sustainable entrepreneurship’. Organization Studies, 39(2-3) 397–415. Liedtka, J. (2015). Perspective: Linking design thinking with innovation outcomes through cognitive bias reduction. Journal of Product Innovation Management, 32(6), 925–938. Norman, D. A., & Verganti, R. (2014). Incremental and radical innovation: Design research vs. technology and meaning change. Design Issues, 30(1), 78–96. https://doi.org/10.1162/DESI_a_00250 Osterwalder, A., Pigneur, Y., Bernarda, G., Smith, A., & Papadakos, T. (2014). Value proposition design: How to create products and services customers want. Hoboken, NJ: John Wiley & Sons. Ruckenstein, M., J. Suikkanen, and Sakari Tamminen (2011) Forget innovation: Focus on value-creation. Helsinki: Edita Prima Oy. Download for free at: [http://www.sitra.fi/julkaisut/sitra293.pdf] Ruckenstein, M., Suikkanen, J., & Tamminen, S. (2011). Forget innovation: Focus on value creation. Helsinki: Edita Prima Oy. Spradley, J. P. (1979). The ethnographic interview. New York, NY: Holt, Rinehart and Winston. Spradley, J. P. (2011). Participant observation. Long Grove, IL: Waveland Press. Toegel, G., & Barsoux, J.-L. (2016). How to preempt team conflict. Harvard Business Review. Verganti, R. and Å. Öberg (2013) ‘Interpreting and envisioning — A hermeneutic framework to look at radical innovation of meanings’ Industrial Marketing Management 42: 86–95. Verganti, R., & Öberg, Å. (2013). Interpreting and envisioning: A hermeneutic framework to look at radical innovation of meanings. Industrial Marketing Management, 42(1), 86–95. |
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