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“ Industry 4.0 & Idea, Design Thinking and Innovation”
DGIST MOI Seminar “ Industry 4.0 & Idea, Design Thinking and Innovation” 한국디자인싱킹연구회 회장 Design Thinking Laboratory 심리학박사, 박 재 호
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Curriculum Vitae 박 재 호(朴在鎬) <인적 사항> ㅇ 한국디자인싱킹연구회 회장
ㅇ Design Thinking(DT) Laboratory , Managing Director ㅇ 영남대학교 심리학과 명예교수, 산업 및 조직심리학 ㅇ Goettingen대학원(독일) 졸업, 산업 및 조직심리학 박사 취득 ㅇ 서울대학교 심리학과 학부 및 대학원 졸업, 사회심리학 석사 ㅇ 경복고등학교 졸업 <주요 경력; Academic Areas> Harvard University 연구교수 University of Michigan(Ann Arbor) 교환교수 일본, Meio대학교, 특임교수, 현재 Yokohama National University, Research Professor CSPP(California School of Professional Psychology), Teaching Professor SYMLOG Consulting Group, San Diego, Partner, 1984 – 현재 Center for Creative Leadership(CCL), Greensboro, USA, Liscencee Global Integration, UK, Partner Scandinavian Design Thinking Consortium, General Director
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<Design Thinking Training & Education>
Design Thinking Workshop for Professor, DaeJin University, Design Thinking for Faculty members, Widuk University, Design Thinking for Facilitator Training, LG Education Center, Design Thinking for Cross-cultural Communication, Norway NTNU students, Design Thinking Workshop, Kyoto University Design School, Japan, DT Bergen, Design Arena, Creative Week, Bergen, Norway, Cross-cultural Design Thinking, NHH, Norway, Design Thinking Seminar, St. Gallen University, Switzerland, Design Thinking for Professor, Catholic KD University, Design Thinking and Innovation, Andong National University, Design Thinking for Healthcare Organization, Seoul National Univ. Hospital, 2015. Design Thinking for Tourism, Hawaii Tourist Office, Creativity and Innovation Conference, Tromso University, Norway, 2015 “Design Thinking Workshop with Prof. Tina Selig(Stanford University) Singapore Polytech, Design Thinking Conference, 2014, 7. Singapore National University, Design Thinking SF Design Thinking for Education, Kanazawa Institute of Technology, Japan,
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<Design Thinking: International Network>
Norway NTNU & DT Laboratory MOU Singapore National University, Singapore Pracademy, Bergen, Norway Partnership Trondheim University, Norway Stanford University, USA St.Gallen University, Switzerland <Consultation Activities> ㅇ Samsung Human Resource Development Center, Advisory Professor ㅇ Samsung Electronics, Advisory Professor ㅇ LG Academy, Consulting Professor ㅇ POSCO Human Resource Development Center, Consulting Professor <Contact> Phone; (Office) Fax; Mobile; ;
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맥 도 날 드 Coke bottle time! 코카콜라 병의 용도를 할 수 있는 한 많이 발상하세요 ㅓ
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VUCA(예측 불가)한 경영환경 암묵지가 형식지 보다 더 중요함 취약성 새로운 학습 문화의 창출 불확실성 복잡성 애매모호성
“인류역사상 오늘날 처럼 변화의 스케일, 그 속도 그리고 글로벌 복잡성을 사람들이 직면한 적은 한번도 없었다” - Lou Aronica & Ken Robinson- 암묵지가 형식지 보다 더 중요함 취약성 새로운 학습 문화의 창출 Douglas Thomas & John Seely Brown - 불확실성 복잡성 애매모호성 평생 학습 모델의 구축 21세기는 변화를 쌍수들고 환영해야 함 지식은 이제 상품이 되었음 학습한 스킬은 5년이면 반감
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독일의 지속적 성장을 위 가장 필요한 역량? 독일의 미래에 대한 준비; Industry 4.0
k 독일의 미래에 대한 준비; Industry 4.0 문제의 정의 독일의 지속적 성장을 위 가장 필요한 역량? Digitalkompetenz…> 기업에서 시작하여 정치로 확대(Angelika Merkel수상 동참) Macht Wechsel(Deutschland AG) From Deutsche Bank, BASF, Siemens, VW To SAP Walldorf(Sandhausen & Hoffenheim) Testing is part of an iterative process that provides students with feedback. The purpose of testing is to learn what works and what doesn’t, and then iterate. This means going back to your prototype and modifying it based on feedback. . In the testing phase – think about that you have two moving targets. One is that you are trying to hone in on a solution. The other, related thing, is your point of view. Your point-of-view is guiding you, but can iterate itself. So, have you identified the right need to be working on. As you testing work to learn about both of these.
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Industry 4.0 Global 금융위기 이후 미래 위기 대처 방안; Create “Digital AG Germany”
k Industry 4.0 문제의 정의 Global 금융위기 이후 미래 위기 대처 방안; Create “Digital AG Germany” Henning Kagerman 제4차산업혁명이란 용어 등장이전에 2000년대 Industry 4.0 Architech 글로벌 금융위기 이후 독일 경제를 위한 SmartFactory, IoT 등을 중심으로 제조업 개편 정책 실시의 주역 Testing is part of an iterative process that provides students with feedback. The purpose of testing is to learn what works and what doesn’t, and then iterate. This means going back to your prototype and modifying it based on feedback. . In the testing phase – think about that you have two moving targets. One is that you are trying to hone in on a solution. The other, related thing, is your point of view. Your point-of-view is guiding you, but can iterate itself. So, have you identified the right need to be working on. As you testing work to learn about both of these.
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Industrie to 4.0
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Tractor becomes smart produkt 1-3
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Tractor becomes smart product 4 - 5
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DESIGN IS NOT AESTHETIC
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„Design Thinking“ © Prof. Dr.-Ing. Alexander Czinki
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Thinking out-of-the-box
Design To solve problems Design Thinking Thinking out-of-the-box It gets us to think out of the box. Introduction to Design Thinking: Reframing Problems into Opportunities,
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Purpose Corporates Tesler, Amazon, Apple, FedEx, Starbucks: 10년간 평균 400% 이상 성장 LEGO: “Inspire and Develop the Builders of Tomorrow” IAG(Australia Insurance company): “Our purpose is to help people manage risk and recover from the hardship of unexpected loss”
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“장”(場)의 <행동관찰>로 부터 시작
Desgin Thinking Korea 설문지, 포커스 그릅 인터뷰 현재화된 니즈, 기회, 과제 연역적 개선 잠재된 니즈, 기회, 과제 행동관찰 Abduction 이노베이션
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Human Behavior 이해 <Empathy; 인간행동이해 > 행동관찰(Behavior Observation)
문제의 정의 Human Behavior 이해 <Empathy; 인간행동이해 > 행동관찰(Behavior Observation) 인터뷰(Interview) 고객이 되어보기(Immersion) Testing is part of an iterative process that provides students with feedback. The purpose of testing is to learn what works and what doesn’t, and then iterate. This means going back to your prototype and modifying it based on feedback. . In the testing phase – think about that you have two moving targets. One is that you are trying to hone in on a solution. The other, related thing, is your point of view. Your point-of-view is guiding you, but can iterate itself. So, have you identified the right need to be working on. As you testing work to learn about both of these.
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Design Thinking = Thinking Design
미래 지향적 디자이너 같이 생각하도록 일정한 단계를 밟아서 학습하는 프로세스
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Exercise <Problem type 1> 7 + 7 = <Problem type 2>
문제의 정의 Exercise <Problem type 1> 7 + 7 = <Problem type 2> ( ) + ( ) = 14 Testing is part of an iterative process that provides students with feedback. The purpose of testing is to learn what works and what doesn’t, and then iterate. This means going back to your prototype and modifying it based on feedback. . In the testing phase – think about that you have two moving targets. One is that you are trying to hone in on a solution. The other, related thing, is your point of view. Your point-of-view is guiding you, but can iterate itself. So, have you identified the right need to be working on. As you testing work to learn about both of these.
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Method of Solving Problems, Critical Thinking & Cooperative Working
Design To solve problems Design Thinking Method of Solving Problems, Critical Thinking & Cooperative Working It gets us to think out of the box. Introduction to Design Thinking: Reframing Problems into Opportunities,
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Sleeping Giant 창조적 자신감 Creative Confidence 문제의 정의
Testing is part of an iterative process that provides students with feedback. The purpose of testing is to learn what works and what doesn’t, and then iterate. This means going back to your prototype and modifying it based on feedback. . In the testing phase – think about that you have two moving targets. One is that you are trying to hone in on a solution. The other, related thing, is your point of view. Your point-of-view is guiding you, but can iterate itself. So, have you identified the right need to be working on. As you testing work to learn about both of these.
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변할 수 있고 해낼 수 있다는 믿음 실패에 대해 더 유연한 대처 자기효능감”창조적 자신감”
공포증 치료를 Step by Step 통해 극복 Guided mastery Albert Bandura 변할 수 있고 해낼 수 있다는 믿음 실패에 대해 더 유연한 대처 자기효능감”창조적 자신감” 건강한 실패
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Innovator를 키우는 d School
아이디어 평가란? Innovator를 키우는 d School DESIGN THINKING; THINKING DESIGN 현지, 현장에 가서 현지 사람들을 대상으로 진정한 문제를 찾아 냄. 1) Teamwork팀웍을 배우고 2) Idea Generation Methods 3) Creative Confidence 4) Learn from Failure
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DT의 특징 서로 다른 분야의 전문가들이 융,복합(Interntererdisciplinary) team을 구성함
다양한 전공 및 소속부서 및 조직에 관계없이 팀을 구성하고 이들이 프로젝트에 함께 참여 팀원의 다양한 배경에서 장점, 강점이 나오고 특히 innovative solution이 나올 가능성이 높아짐 “전문분야의 벽을 허무는 어프로치”
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The d.school, Stanford University.
Innovation The d.school, Stanford University. 실용성 실현가능성 Through Design thinking approach, it is said that design innovation happens when technological feasibility, user desirability, and business viability meet. We would like our students to learn this process together, and then personalize it, internalize it, and apply it to their own challenges. INNOVATION 필요성
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innovation is not an event
혁신은 천재가 어둠 속에서 번개가 치는 것 같이 UREKA하며 갑자기 발명하는 것이 아님. 30
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innovation is a (design) process
혁신은 벼 농사를 지어 결실을 얻는 것 같은 긴 디자인 과정이다. Innovation vs innovators 31
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교육 진화의 3 단계 제 1단계: 암기 위주의 선다식 교육 방식 (지금도 대다수 대학에서 채택 중)
제 2 단계: 프로젝트 위주의 교육방식. 이때는 문제가 이미 정해져 있음 제 3 단계: 문제가 무엇인지 학생들 스스로 규명해 내야 하는 디자인 위주의 교육 방식. 학생들에게 해답을 알려주기 보다 어떻게 문제를 규명해야 하는 지를 가이드하는 것 This is the very first step in the design thinking process and ultimately sets the foundation for true innovation to occur by putting all assumptions and ideas aside and letting your users be your inspiration for the key problems to solve.
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DT사례: 교육 문제 대학교육에서 디자인싱킹 적용사례
How might my classroom be redesigned to better meet students' needs? How might we create a leading edge learning experience for students at our university? 33 From: IDEO Toolkit for educator
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공감하기는 Design Thinking의 첫 단계: 환자가 가진 문제를 해결하기 위한 영감, 및 혁신의 기초가 여기서 나옴
Empathy 공감하기(감정이입)란 무엇인가? - 다른 사람이 느끼는 것을 느껴보기 - 다른 사람의 입장이 되어보기 즉 易地思之 공감하기는 Design Thinking의 첫 단계: 환자가 가진 문제를 해결하기 위한 영감, 및 혁신의 기초가 여기서 나옴 This is the very first step in the design thinking process and ultimately sets the foundation for true innovation to occur by putting all assumptions and ideas aside and letting your users be your inspiration for the key problems to solve.
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공감을 위한 Observation Pixel의 Bob Peterson; 개집에서 3일간 같이 생활한 Bob
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Bob Peterson
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Module 4 아이디어내기(Ideation) Module 5
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Ideate 문제의 정의 From: Singapore Polytechnic 발표자료
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파트너 꿈 실현을 위한 3개 디자인 개발 문제의 정의 아이디어는 특이할 수록 좋다; “바보”같은 아이디어는 없음
k 파트너 꿈 실현을 위한 3개 디자인 개발 문제의 정의 아이디어는 특이할 수록 좋다; “바보”같은 아이디어는 없음 너무 심사숙고하지 말것; 연필이 흐르는 데로 아이디어를 낼 것 자기 아이디어를 너무 빨리 평가하지 말것; “완벽할 이유”는 절대로 없음 질 보다는 양; 많은 아이디어가 더 좋음 시각화시킬 것 – “글보다는 그림이 더 설득적임” 그림은 크게 그리고 구체적으로 그릴 것 Testing is part of an iterative process that provides students with feedback. The purpose of testing is to learn what works and what doesn’t, and then iterate. This means going back to your prototype and modifying it based on feedback. . In the testing phase – think about that you have two moving targets. One is that you are trying to hone in on a solution. The other, related thing, is your point of view. Your point-of-view is guiding you, but can iterate itself. So, have you identified the right need to be working on. As you testing work to learn about both of these.
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real projects always
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Embrace팀 incubator projector: 병원이 없는
Product Redesign Embrace팀 incubator projector: 병원이 없는 인도 벽지, 오지 촌락의 미숙아를 위한 인간중심적 접근법 From: 병원을 위한 디자인 To: 저체중 미숙아를 출산한 오지에 사는 산모들을 위한 디자인 (low cost incubator) (미숙아의 체온을 보존하는 방법) Stanford 강좌: design for extreme affordability 저비용 인큐베이터 디자인 vs 최종 사용자 입장이 되 보라-우리는 어떻게 아기 체온 유지장치를 만들어 외딴지역 부모들로 하여금 아기에게 생존기회를 주도록 할 것인가? 통찰을 혁신으로 바꾸는 일 집중 prototyping 제작 하면서 빠른 속도로 일을 진행시키고 테스트하기 인도 전역을 돌아다니며 산모, 조산원, 간호사, 의사, 상인들과 2년간 얘기를 나눔 좋은 디자인을 하려면 최종 사용자와 가까이 있어야 한다 41
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Rules of Design Thinking
The Human Rule: All Design Activity is Ultimately Social in Nature 인간중심 원칙 The Ambiguity Rule: Design Thinkers Must Preserve Ambiguity 모호성 원칙 The Re-Design Rule: All Design is Re-Design 재설계 원칙 The Tangibility Rule: Making Ideas Tangible Always Facilitates Communication 아이디어를 만질 수 있도록만드는 원칙 The Human Rule: All Design Activity is Ultimately Social in Nature 인간중심 법칙 “human-Centric point of view” Satisfy human needs and acknowledge the human elements! The Ambiguity Rule: Design Thinkers Must Preserve Ambiguity 모호성 법칙 Innovation demands experimentation at the limits of our knowledge, our ability to control events, with freedom to see things differently Works well on poorly bounded problem The Re-Design Rule: All Design is Re-Design 재설계 법칙 The human needs that we seek to satisfy have been with us for millennia. How these needs have been addressed in the past. We can apply “foresight tools and methods” to better estimate social and technical conditions in the future The Tangibility Rule: Making Ideas Tangible Always Facilitates Communication 유형의, 만질 수 있음 법칙 “prototypes are communication media” 42 42 참조: Design Thinking Understand-Improve-Apply, C. Meniel et al.Springer 2011
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OXO CEO 아내의 '거친 손마디(관절염)'를 위한 디자인
관절염을 앓던 부인을 위한 주방기구; Extreme User! 43
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Define (문제정의) 문제의 정의 모든 문제는 해결되기 위하여 먼저 정의되어야 한다
문제가 부정확하게 정의된다면 잘못된 문제에 대한 해법을 만들 뿐이다.
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프리토타이핑 비용을 들이지 않고 버려도 아깝지 않은 자료로 그림이나 스케치도 활용
k 프리토타이핑 문제의 정의 비용을 들이지 않고 버려도 아깝지 않은 자료로 그림이나 스케치도 활용 프로토타이핑을 하기 위한 전단계(Google) Testing is part of an iterative process that provides students with feedback. The purpose of testing is to learn what works and what doesn’t, and then iterate. This means going back to your prototype and modifying it based on feedback. . In the testing phase – think about that you have two moving targets. One is that you are trying to hone in on a solution. The other, related thing, is your point of view. Your point-of-view is guiding you, but can iterate itself. So, have you identified the right need to be working on. As you testing work to learn about both of these.
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아이디어를 만지고 볼수 있게 만들기 문제의 정의 아이디어를 볼 수 있고 또 만질 수 있도록 만들기
k 아이디어를 만지고 볼수 있게 만들기 문제의 정의 아이디어를 볼 수 있고 또 만질 수 있도록 만들기 주변에 얻을 수 있는 자료 이용 주변 공간 어디를 이용해도 좋음 파트너와 대화할 수 있는 대상물이면 무관함 프로토타입은 완벽할 필요가 없음 프로토타입의 목적은 대화를 시작하기 위한 것임 재빠르게, 싼 재료로 개략적으로 만들 것 Testing is part of an iterative process that provides students with feedback. The purpose of testing is to learn what works and what doesn’t, and then iterate. This means going back to your prototype and modifying it based on feedback. . In the testing phase – think about that you have two moving targets. One is that you are trying to hone in on a solution. The other, related thing, is your point of view. Your point-of-view is guiding you, but can iterate itself. So, have you identified the right need to be working on. As you testing work to learn about both of these.
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prototype: create experiences
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