IP209-15 Designing Change (foundations): Critical and Creative Arts and Humanities in the Digital Age
Introductory description
Digital change agents are people with a supercharged capability for applying technology to solving problems and improving the world. You might assume that they are geeky Comp Sci graduates hiding away in dimly-lit basement offices somewhere on the Internet. This is simply not true. Arts and Humanities graduates are the real heroes of this story.
Around the world, every year, billions of pounds are wasted on projects that seek to transform people's lives and capabilities using IT. At the same time, most people fail to take advantage of digital technology's potential for helping them achieve more, working more efficiently, creatively, sustainably, and (most importantly) in alignment with their values and goals. Why? It's not that there are significant technical challenges. For example, software engineering has evolved techniques and frameworks that allow small teams to rapidly create sophisticated cloud based mobile solutions that draw upon super-complex infrastructure systems around the world, providing instantaneous and 100% reliable solutions to any problem. But did you know that a key conceptual underpinning for this technological revolution was derived from Christopher Alexander's utopian work on "design patterns" in architecture, urban planning and design? Alexander sought to understand, describe, and make more usable, the blend of systematic formalism and creative improvisation observed in artistic practice. There's far more to the successful application of technology than efficient algorithms and high speed fibre. Simply adding more, faster, increasingly ingenious tech does not solve our problems. Indeed as Fred Brooks demonstrated, technology adds complexity exponentially. We end up with an increasing mess of "wicked problems".
How do we avoid this? Or rather, who can help us to find a better way?
Digital change agents have an acute awareness of creative techniques, such as those described by Alexander. They are able to understand a situation, empathise with people and their challenges, and help them to envision sustainable, durable, ethical, change through the application of digital technologies. They use key Arts and Humanities skills, especially storytelling, visual thinking, and critically-creatively working with language. And at the same time, approaching innovation from the opposite direction, they can look at gadgets and systems and imagine how they might be applied to real-world situations.
We need more of these people! Where do we find them? As many successful innovation companies have discovered, look to the Arts and Humanities - disciplines that include a deep understanding of people, culture and creativity. See for example Ten Faces of Innovation by Tom Kelley and Jonathan Littman, based on the practices employed by the world's most famous design innovation consultancy, IDEO. However, successful design-led innovation needs to be "values-led", and that's not an easy approach to follow. So we need people who are comfortable with ethical complexities, people who are able to understand contrasting perspectives and bring potentially opposing sides together into creative dialogue. The Arts and Humanities are thus more essential than ever.
What does it take to expand on Arts and Humanities learning to become a successful digital change agent? Based on research carried at Warwick and around the world, including work with successful Warwick graduates over ten years, we have designed a module that introduces and provides scope to practice the essential elements: Design Thinking, Systems Thinking, Visual Thinking, knowledge of and skills with important technologies, remote team working, project management and much more. We use a "problem based" approach, with a range of case studies and design challenges of interest to Arts and Humanities students. Some of these are focussed on developing capabilities within the Arts Faculty itself, others are outward looking, applying our capabilities for the benefit of the wider community. The module begins by exploring each student's home disciplines, and with an interdisciplinary mindset, the commonalities and connections between them. We will focus especially on the common challenges of public engagement, and how digital technologies are used and may be used in the future. The students will critically and creatively reimagine Arts and Humanities practices, proposing ways in which they may be transformed through technology.
Module aims
To provide a transformative journey for the students, in which they develop their own personal, and personalised, capabilities as digital change agents. To support each student in exploring their own disciplinary backgrounds, understanding the complexities of real-world design challenges, and formulating and applying digital strategies for sustainable enduring solutions that benefit real people. To provide the students with a grounding in the knowledge and techniques used by innovators. To collectively add to our developing Arts and Humanities approach to digital transformations. Each student will complete the module ready to take on bigger challenges within the university, the local community, and beyond.
Outline syllabus
This is an indicative module outline only to give an indication of the sort of topics that may be covered. Actual sessions held may differ.
The module will consist of a series of case studies, presented online and discussed in class (hybrid), and creative design challenges for students to complete (in small teams). We will use the design sprint method with the Miro collaborative whiteboard. The case studies and challenges will address currently significant issues and apply the techniques covered in the online material. Students will have opportunities to suggest and choose topics for the class to explore. The syllabus will be emergent so as to make it relevant. However, we will ensure a balance that includes social issues, public engagement, and topics of relevance to the Arts and Humanities.
This will be accompanied by a wiki covering key concepts and knowledge, and recorded lectures exploring techniques (including Design Thinking, systems thinking, design patterns, human-centred design, interaction design, usability testing, user-experience design, critical technology studies).
Technical skill workshops will include: Miro, web tools and platforms, video production.
Each student will also keep a reflective journal in which they develop their personal account of the relationship between digital technologies and their home disciplines, this will form the basis of their reflective essays.
Learning outcomes
By the end of the module, students should be able to:
- Know, recognise, and diagnose the common reasons for failure and success in digital transformation projects.
- Understand key concepts from Design Thinking and human-centred design, and how they address the limitations of a techno-centric approach.
- Know how interdisciplinary Design Thinking combines diverse academic, artistic and professional disciplines to create teams capable of creating and implementing fresh ideas.
- Articulate ideas from their own disciplines, illustrating how they challenge and help us to overcome the limitations of techno-centricity.
- Systematically and creatively engage with new technologies, using methods from Design Thinking and Systems Thinking, so as to understand their implications, potential, and limitations.
- Initiate and shape digital change projects with appropriate teams of experts and participants, and play the role of digital change agent.
- Use, configure and advise on a core set of current and emerging technologies (including advanced Teams, VR, AR, mobile computing)(.
- Articulate their own transformative journey reflectively, and empathise with the differing needs, ambitions and values of others.
- Describe and evaluate the use of technology in their home discipline, compared to other disciplines and practices in the Arts and beyond.
Indicative reading list
Alexander, C. (1966) “A Tree Is Not a City” in Design, Number 206. Council of
Industrial Design. http://www.rudi.net/books/200
Brooks, F. (1986.)“No Silver Bullet – Essence and Accident in Software Engineering” in Proceedings of the IFIP Tenth World Computing Conference: 1069–1076 http://worrydream.com/refs/Brooks-NoSilverBullet.pdf
Brown, T. (2008) “Design Thinking.” Harvard Business Review, June 2008. Brown, T. (2009)
Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation. HarperCollins. Kindle edition.
Catmull, E. (2008) “How Pixar Fosters Collective Creativity” in Harvard Business Review, September 2008. https://hbr.org/2008/09/how-pixar-fosters-collective- creativity
Chapman, J. (2005) Emotionally Durable Design. Taylor & Francis.
Csikszentmihalyi, M. (2009) Flow. Harper Collins.
Kahneman, D. (2011) Thinking, Fast and Slow. Penguin, Kindle edition.
Kelley, T., and J. Littman. (2004) The Art of Innovation. Profile Books(GB).
Kelley, T., and J. Littman. (2005) The Ten Faces of Innovation.Currency/Doubleday.
Kelley, T. (2001) "Prototyping is the Shorthand of Design" in Design Management Journal, Summer.
Kolko, J. (2011) Thoughts on Interaction Design. Morgan Kaufmann.
Kolko, J. (2014) Well-Designed: How to Use Empathy to Create Products People Love. Harvard Business Review Press.
Krug, S. (2009) Don't Make Me Think. Pearson Education.
Leonard, D. and Rayport, J. (1997) “Spark Innovation Through Empathic Design” in Harvard Business Review, November 1997. https://hbr.org/1997/11/spark- innovation-through-empathic-design
Nodder, C. (2013) Evil by Design: Interaction Design to Lead Us Into Temptation. Wiley.
Norman, D.A. (1988) The Psychology of Everyday Things. Basic Books.
Norman, D. A. (2007a) Emotional Design. Basic Book
Norman, D. A. (2007b) The Design of Future Things. Basic Books. Norman, D. A. (2013) The Design of Everyday Things. Basic Books.
Thaler, R. H., and C. R. Sunstein. (2008) Nudge. Yale University Press. Kindle edition.
Thomas, S. (2013) Technobiophilia: Nature and Cyberspace. Bloomsbury Academic. Kindle edition.s.
Weiser, M., R. Gold, and J. S. Brown. (1999) “The Origins of Ubiquitous Computing Research at PARC in the Late 1980s.” IBM Systems Journal Volume 38 Number 4.
Research element
Each design challenge is a small research project in itself.
Interdisciplinary
Fundamentally interdisciplinary, the module brings together insights from technology studies, software engineering, design, psychology, management, and the home disciplines of the students. We will also build on links with WMG's immersive technologies and 3D visualisation teams (who do relevant work with museums).
International
We will include opportunities to collaborate with our partners at Monash (Irwyn Shepherd as coordinator of their many immersive technlogies projects).
Subject specific skills
Each student will develop their own personal account of the relationship between their home discipline and digital technologies.
Transferable skills
Technology skills including advanced Teams use, Miro, web tools and platforms, and video production.
Technology consultancy and project deisgn.
Team working.
Design Thinking.
Systems Thinking.
Study time
Type | Required |
---|---|
Practical classes | 10 sessions of 1 hour (7%) |
Online learning (scheduled sessions) | 10 sessions of 1 hour (7%) |
Online learning (independent) | 10 sessions of 2 hours (13%) |
Private study | 20 hours (13%) |
Assessment | 90 hours (60%) |
Total | 150 hours |
Private study description
Completing design challenges (in teams), writing the relfective journal and essay, reading key texts, experimenting with technologies.
Costs
No further costs have been identified for this module.
You must pass all assessment components to pass the module.
Assessment group A
Weighting | Study time | Eligible for self-certification | |
---|---|---|---|
Assessment component |
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ePortfolio | 100% | 90 hours | Yes (extension) |
1500-word academic-style essay plus 3 x 300-word design studies and 1 x 600-word design study. |
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Reassessment component is the same |
Feedback on assessment
Each of the design challenges will be addressed by the students in small teams (the size of the teams varies depending on the challenge). They will peer review each other’s contributions using a structured format, and provide feedback on presentations (live and online) of other teams’ studies. Formative feedback will be available from the module teachers at any time (via Teams). Post-assessment feedback will also be provided on the design studies and the essay.
Drop-in consultancy sessions will be available for one hour each week during weeks 6, 7 and 8, to which students are encouraged to share work in progress. The essay will be developed in three drafting stages, and peer feedback encouraged. Feedback will be given on the completed portfolios, as they will go on to be used by the students to assist their further development of design thinking capabilities, projects and careers.
There is currently no information about the courses for which this module is core or optional.