Design thinking history

Ideas evolve through people, practice and time.

Design thinking is often presented as a modern innovation methodology. In reality, it emerged from more than a century of ideas spanning design, engineering, psychology, management, systems thinking, creativity, education and social change. This timeline helps reveal the people, movements and events that collectively shaped contemporary design thinking practice.

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300+historical entries
12intellectual streams
1850–2024period represented

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A living, searchable timeline.

347 of 347 entries shown

1850s

1854
Social Innovation & Public Policy

John Snow Maps the London Cholera Outbreak

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Physician John Snow used observation, mapping and evidence to identify the source of a cholera outbreak. His work is often regarded as an early example of human-centred problem investigation and data-informed decision-making.

1859
Systems Thinking

Charles Darwin Publishes On the Origin of Species

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Darwin’s theory of evolution introduced concepts of adaptation, variation and selection that later influenced innovation theory, systems thinking and design methodologies concerned with change and adaptation.

1880s

1890s

1890
Human-Centred Design & UX

William James Publishes The Principles of Psychology

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James helped establish modern psychology and the pragmatist tradition, influencing later thinking about human behaviour, learning and decision-making.

1895 – 1983
Systems Thinking

R. Buckminster Fuller was a pioneering global thinker.

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R. Buckminster Fuller was a pioneering global thinker. In 1927, at the beginning of his career, he made a now-prophetic sketch of the total earth which depicted his concept for transporting cargo by air "over the pole" to Europe. He entitled the sketch "a one-town world." Website: https://www.bfi.org/about-fuller/biography

1900s

1900
Organisational Learning

Pragmatism Influences Modern Problem Solving

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The philosophical tradition of pragmatism, particularly through William James and John Dewey, emphasises experimentation, learning through action and the practical consequences of ideas. Many contemporary design thinking practices reflect these principles.

1902
Social Innovation & Public Policy

Charles Horton Cooley Introduces the "Looking-Glass Self"

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Cooley explored how individuals understand themselves through social interactions, an early influence on empathy, user understanding and social design.

1903
Technology & Computing

First flight: Wright Brothers

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The first flight of Wright brothers. Airplane became one of the most significant inventions ever and helped to more connect the world.

1905 – 1913
Design Movements

Die Brücke

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Die Brücke, (German: “The Bridge”) organization of German painters and printmakers that from 1905 to 1913 played a pivotal role in the development of Expressionism. The group was founded in 1905 in Germany by four architectural students in Dresden—Karl Schmidt-Rottluff, who gave the group its name, Fritz Bleyl, Erich Heckel, and Ernst Ludwig Kirchner. https://www.britannica.com/topic/list-of-art-and-design-movements-of-the-20th-century-2004700

1907 – 1935
Design Movements

Deutscher Werkbund

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Deutscher Werkbund, English German Association of Craftsmen, important organization of artists influential in its attempts to inspire good design and craftsmanship for mass-produced goods and architecture. The Werkbund, which was founded in Munich in 1907, was composed of artists, artisans, and architects who designed industrial, commercial, and household products as well as practicing architecture. https://www.britannica.com/topic/list-of-art-and-design-movements-of-the-20th-century-2004700

1907 – 1914
Design Movements

Cubism

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Cubism, highly influential visual arts style of the 20th century that was created principally by the artists Pablo Picasso and Georges Braque in Paris between 1907 and 1914. The Cubist style emphasized the flat, two-dimensional surface of the picture plane, rejecting the traditional techniques of perspective, foreshortening, modeling, and chiaroscuro and refuting time-honoured theories that art should imitate nature. https://www.britannica.com/topic/list-of-art-and-design-movements-of-the-20th-century-2004700

1908
Systems Thinking

Georg Simmel Explores Social Networks

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Simmel's work on social interactions and networks later influences stakeholder thinking, systems perspectives and organisational design.

c. 1909 – 1930
Design Movements

Futurism Movement Emerges

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The Futurists emphasised experimentation, technology, speed and social transformation, helping shape later thinking about innovation and societal change.

1910s

1911 – 1914
Design Movements

Der Blaue Reiter

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Der Blaue Reiter, (German: “The Blue Rider”) organization of artists based in Germany that contributed greatly to the development of abstract art. Neither a movement nor a school with a definite program, Der Blaue Reiter was a loosely knit organization of artists that organized group shows between 1911 and 1914. https://www.britannica.com/topic/list-of-art-and-design-movements-of-the-20th-century-2004700

1911
Management & Strategy

Frederick Winslow Taylor Publishes Scientific Management

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Taylor's approach to efficiency profoundly influences management thinking and later creates a counterpoint to more human-centred approaches.

1912
Social Innovation & Public Policy

Titanic Sinks

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Titanic sank after he crashed into a huge iceberg on his journey to the USA.

1913
Management & Strategy

Henry Ford Introduces the Moving Assembly Line

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Ford demonstrated how product design, systems thinking and process innovation could radically improve productivity and broaden customer access to manufactured products.

1914 – 1918
Social Innovation & Public Policy

World war I

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World War I greatly affected design in its era.

1916
Organisational Learning

Democracy and Education — John Dewey

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Established experiential learning, inquiry-based learning and reflective practice as central educational concepts. Dewey's ideas continue to influence design thinking, project-based learning and innovation education.

1916
Organisational Learning

John Dewey Publishes Democracy and Education

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Dewey argued that learning occurs through experience, inquiry and participation, principles that appear throughout contemporary design thinking and experiential learning approaches.

1917 – 1931
Design Movements

De Stijl

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De Stijl, (Dutch: “The Style”) group of Dutch artists in Amsterdam in 1917, including the painters Piet Mondrian, Theo van Doesburg, and Vilmos Huszár, the architect Jacobus Johannes Pieter Oud, and the poet A. Kok; other early associates of De Stijl were Bart van der Leck, Georges Vantongerloo, Jan Wils, and Robert van’t Hoff. Its members, working in an abstract style, were seeking laws of equilibrium and harmony applicable both to art and to life. https://www.britannica.com/topic/list-of-art-and-design-movements-of-the-20th-century-2004700

1919 – 1933
Design Movements

Bauhaus Founded

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Walter Gropius founded the Bauhaus in Weimar, Germany. The school’s integration of art, craft and technology profoundly influenced modern design education and later human-centred approaches to design practice. https://www.bauhaus.de/en/the-bauhaus/1919-1933/

1920s

1921
Human-Centred Design & UX

Frank and Lillian Gilbreth Advance Motion Study

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Frank and Lillian Gilbreth’s motion studies sought to improve human performance, safety and workplace design, contributing to later ergonomics, human factors and user-centred approaches.

1922
Human-Centred Design & UX

Walter Lippmann Publishes Public Opinion

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Lippmann explored mental models, perception and decision-making, topics later connected to human-centred research and behavioural design.

1925
Organisational Learning

Experience and Nature — John Dewey

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Advanced the idea that learning emerges through interaction between people and their environments.

1926
Management & Strategy

Mary Parker Follett Advocates Collaborative Management

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Follett promoted participation, collaboration and shared problem-solving decades before these became common management practices.

1927
Systems Thinking

Alfred North Whitehead's Process Philosophy

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Whitehead promotes understanding reality as interconnected processes rather than isolated objects, an idea that resonates strongly with systems and design thinking.

1928
Social Innovation & Public Policy

Alexander Fleming Discovers Penicillin

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Fleming’s discovery is frequently used to illustrate serendipitous innovation and the importance of careful observation when unexpected evidence appears.

1929
Systems Thinking

Process and Reality — Alfred North Whitehead

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Introduced process philosophy, encouraging the view that reality consists of dynamic relationships rather than fixed entities.

1929 – 1933
Social Innovation & Public Policy

Great Depression

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First financial crisis that stroke America and later the Europe. It had an undeniable big influence on the world. From design standpoint it was ironicaly good as the New Deal was accepted by US government it gave designers a lot of government work and hereby helped shape roots of modern american grahic design.

1930s

1931
Management & Strategy

The Empire State Building Completed

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A landmark example of large-scale interdisciplinary planning, engineering coordination and project management.

1936
Organisational Learning

Kurt Lewin Develops Field Theory

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Lewin's work emphasises the interaction between people and environments, influencing organisational change and human-centred problem solving.

1937
Management & Strategy

Ronald Coase Publishes The Nature of the Firm

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Coase's work explores why organisations exist and how they coordinate resources, influencing later organisational design theory.

1938
Management & Strategy

Chester Barnard Publishes The Functions of the Executive

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Barnard highlighted cooperation, communication and organisational systems, influencing later thinking about management, coordination and organisational design.

1938
Organisational Learning

John Dewey and Experiential Learning

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John Dewey’s Experience and Education connected learning with experience, inquiry and reflection. His philosophy influenced later theories of design as a process of learning, experimentation and problem solving. https://plato.stanford.edu/entries/dewey/

1938
Organisational Learning

Experience and Education — John Dewey

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Demonstrated the relationship between experience, reflection and meaningful learning.

1939 – 1945
Social Innovation & Public Policy

World War II

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World War II greatly affected design in its era.

1940s

1943 – 2012
Human-Centred Design & UX

Bill Moggridge - designer, author and educator.

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Bill Moggridge (1943-2012) was a co-founder of IDEO, one of the most successful design firms in the world and one of the first to integrate the design of software and hardware into the practice of industrial design. Bill was also the fourth director of the Smithsonian's Cooper-Hewitt, National Design Museum, the only museum in the United States devoted exclusively to historic and contemporary design. Bill designed the first laptop computer, the Grid Compass, launched in 1982. He described his career as having three phases: first as a designer with projects for clients in ten countries, second as a co-founder of IDEO where he developed design methods for interdisciplinary design teams, and third as a spokesperson for the value of design in everyday life. A Royal Designer for Industry, Bill pioneered interaction design and was one of the first people to integrate human factors into the design of software and hardware. Bill was also a 2010 winner of the Prince Philip Designers Prize, a trustee of the Design Museum in London, Visiting Professor in Interaction Design at the Royal College of Art, and Consulting Associate Professor in the design program at Stanford University. He served as Congress Chair for CONNECTING'07, the Icsid/IDSA World Design Congress held in San Francisco in October 2007. He was honored with the Lifetime Achievement Award at Cooper-Hewitt's National Design Awards in 2009. https://www.designinginteractions.com/bill

1943
Human-Centred Design & UX

Maslow Publishes Theory of Human Motivation

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Maslow's work later becomes one of the most widely referenced frameworks for understanding human needs and behaviour.

1945
Management & Strategy

Friedrich Hayek Explores Distributed Knowledge

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Hayek’s work on dispersed knowledge highlighted the limits of centralised decision-making and the importance of drawing on diverse, situated perspectives.

1945
Technology & Computing

Vannevar Bush Publishes As We May Think

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Bush imagined associative knowledge systems and information networks that would later influence personal computing, digital innovation and knowledge management.

1946
Social Innovation & Public Policy

Action Research Emerges

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Kurt Lewin introduces Action Research, combining inquiry, participation and practical intervention. This becomes an important precursor to participatory design.

1947
Systems Thinking

General Systems Theory Gains Recognition

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Ludwig von Bertalanffy begins publishing ideas that later become General Systems Theory, influencing systems thinking and complexity studies.

1947 – 1991
Social Innovation & Public Policy

Cold War

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The Cold War was a period of geopolitical tension between the Soviet Union and the United States and their respective allies, the Eastern Bloc and the Western Bloc, after World War II.

1948
Systems Thinking

Norbert Wiener Publishes Cybernetics

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Cybernetics introduced influential ideas about feedback, learning, communication and self-regulating systems that closely relate to iterative design and systems practice.

1948
Systems Thinking

Cybernetics — Norbert Wiener

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Introduced feedback loops and self-regulating systems.

1949
Design Movements

Eames Office Founded

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Charles and Ray Eames established a practice blending design, experimentation, communication and learning that would influence generations of designers.

1950s

1950 – 1960
Design Movements

Pop Art

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Pop art, art in which commonplace objects (such as comic strips, soup cans, road signs, and hamburgers) were used as subject matter and were often physically incorporated into the work. The Pop art movement was largely a British and American cultural phenomenon of the late 1950s and the ’60s and was named by the art critic Lawrence Alloway in reference to the prosaic iconography of its painting and sculpture. https://www.britannica.com/topic/list-of-art-and-design-movements-of-the-20th-century-2004700

1950
Management & Strategy

The Human Relations Movement Expands

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Management research increasingly recognised human behaviour, motivation, relationships and group dynamics as central to organisational performance.

1950
AI and Emerging Futures

Alan Turing Proposes the Turing Test

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Turing's ideas spark decades of exploration into intelligence, human-machine interaction and decision making.

1951
Human-Centred Design & UX

Maslow's Hierarchy of Needs

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Abraham Maslow's work on human motivation becomes influential across management, design and customer understanding.

1951
Technology & Computing

Color TV Introduced

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Color TV has been introduced in UK and next year in the USA, however it took years since the programme was actually broadcasted in color. Nevertheless it was a big turningpoint in motion and film design.

1952
Management & Strategy

Stanford Research Institute Established

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The organisation would later influence innovation practices, design methods and strategic planning.

1953
Creativity & Innovation

Applied Imagination — Alex Osborn

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Introduced brainstorming.

December 26, 1954
Design Methods & Design Thinking

Bill Moggridge Associates founded

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Founded his first company, Moggridge Associates. Located in London, UK.

1954
Management & Strategy

The Practice of Management — Peter Drucker

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Established management as a discipline focused on customers and value creation.

1954
Management & Strategy

Peter Drucker Publishes The Practice of Management

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Drucker positions management as a discipline focused on purpose, customers and organisational effectiveness.

1954
Technology & Computing

Herbert A. Simon conceives human cognition by computer simulation

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Our work led us to feel increasingly the need for a more adequate theory of human problem-solving if we were to understand decisions. Allen Newell, whom I had met at the Rand Corporation in 1952, held similar views. About 1954, he and I conceived the idea that the right way to study problem-solving was to simulate it with computer programs. Gradually, computer simulation of human cognition became my central research interest, an interest that has continued to be absorbing up to the present time. Website: https://www.nobelprize.org/prizes/economic-sciences/1978/simon/biographical/

1955
Human-Centred Design & UX

George Miller Studies Human Cognition

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Miller's work on cognitive limits influences information design, usability and human-centred communication.

1955 – 1975
Social Innovation & Public Policy

Vietnam war

1955 – 1975
Social Innovation & Public Policy

The Space Race

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The Space Race was a 20th Century struggle between two nation-states, the Soviet Union (USSR) and the United States (US). The pursuit for both was the domination of space flight technologies. The competition began on 2 August 1955, when the Soviet Union responded to the US announcement of their similar intent to launch artificial satellites. The Space Race has its origins in the nuclear arms race between the two nations following the Second World War. Both sides were aided by German missile technology and scientists from their missile programme. The technological advantages required for such power were seen as necessary for national security and political superiority. The Space Race produced groundbreaking efforts to launch artificial satellites; space probes of the Moon, Venus, and Mars, and human space voyages in low Earth orbit and lunar missions. https://www.rmg.co.uk/discover/explore/space-race-timeline

1956
Systems Thinking

Early Cognitive Approaches to Design

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Researchers increasingly explored design as a cognitive activity, drawing on psychology, systems theory and cybernetics. This helped shift design from being understood primarily as an artistic activity toward recognition as a problem-solving discipline.

1956
Management & Strategy

Herbert Simon Advances Decision Theory

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Research into bounded rationality challenges assumptions that decisions are always fully rational, influencing later innovation methodologies.

1957 – 1958
Human-Centred Design & UX

Stanford’s Human-Centred Design Programme Takes Shape

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John E. Arnold joined Stanford in 1957 and established its Design Division. He recruited Robert McKim in 1958, helping form an interdisciplinary product-design programme rooted in creativity, engineering and human values. https://dschool.stanford.edu/study/undergraduate-degree/history

1957
Technology & Computing

The Launch of Sputnik

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The Soviet launch of Sputnik drives innovation, systems engineering and interdisciplinary problem solving internationally.

1959
Systems Thinking

C. West Churchman Promotes Systems Thinking

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Churchman's work becomes foundational to systems design, planning and organisational problem-solving.

1960s

1960
Design Methods & Design Thinking

Bryan Lawson applies Design Thinking to architectural discourse

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Design Thinking applied to architectural discourse.

1960
Human-Centred Design & UX

Human Factors Engineering Expands

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Growing interest in usability, ergonomics and human performance strengthened methods that would later become central to user-centred design.

1960
Management & Strategy

Theodore Levitt's Marketing Myopia

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Levitt argues that organisations should focus on customer needs rather than products, a principle central to contemporary design thinking.

1961
Social Innovation & Public Policy

Jane Jacobs Publishes The Death and Life of Great American Cities

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Jacobs advocates observation, community participation and human-centred urban design.

1962
Design Methods & Design Thinking

First Conference on Design Methods

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The Conference on Design Methods marked the emergence of the Design Methods Movement, which sought to make design more systematic and rigorous.

1962
Creativity & Innovation

The Structure of Scientific Revolutions — Thomas Kuhn

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Introduced the concept of paradigm shifts and explained how transformative innovation often occurs through changes in underlying assumptions.

1962
Social Innovation & Public Policy

Rachel Carson Publishes Silent Spring

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Carson's work transforms public thinking about complex environmental systems and unintended consequences.

1963 – 1964
Design Methods & Design Thinking

Bruce Archer offers humanities, science and design as being equal points of a triad of disciplines

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Bruce Archer published a series of Articles in Design magazine in the 1960s, reflecting his thinking on the multiple factors in design and the need to approach them in a methodical way. This was under the third editorship of Design, that of John E Blake. Archer and his contemporaries were heavily influenced by the scientific practices embedded in Operational Research, Organisation and Methods, and computing. Archer's series of articles for Design magazine in the 1960s, Systematic Method for Designers, was reprinted by the Design Council as an offprint due to demand, and translated into other languages. Systematic Method formed the basis of Archer's 1968 doctoral thesis The Structure of Design Processes. https://www.drs2016.org/ddr10

1963
Technology & Computing

Ivan Sutherland Creates Sketchpad

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Widely regarded as a precursor to modern computer-aided design and graphical interaction.

1964
Design Methods & Design Thinking

Christopher Alexander Publishes Notes on the Synthesis of Form

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Christopher Alexander proposed systematic approaches to managing complexity in design problems, influencing generations of designers and systems thinkers. https://books.google.com/books?id=aOhzAAAAIAAJ

1964
Design Methods & Design Thinking

Notes on the Synthesis of Form — Christopher Alexander

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One of the earliest systematic approaches to complex design problems.

1964
Technology & Computing

Marshall McLuhan Publishes Understanding Media

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McLuhan’s analysis of media shaped thinking about technology, communication and the ways designed systems influence human perception and interaction.

1964
Social Innovation & Public Policy

The Civil Rights Movement Inspires Participatory Approaches

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Growing attention to inclusion and representation later influences participatory design and co-creation methods.

1965
Design Methods & Design Thinking

Systematic Method for Designers by L Bruce Archer

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Based on a series of articles in Design magazine (1963-64). The method involves six basic stages: programming, data collection, analysis, synthesis, development and communication.

1966
Organisational Learning

MIT Expands Interdisciplinary Design Education

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Universities increasingly begin integrating engineering, management and design disciplines.

1967
Systems Thinking

Stafford Beer Develops Management Cybernetics

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Beer applies systems and cybernetic thinking to organisational management and decision making.

1968
Design Methods & Design Thinking

Bruce Archer - PhD - The Structure of Design Processes

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The principal difference between the 'Systematic Method' series and Archer's doctoral thesis, The Structure of Design Processes (Archer 1968) is that the articles omit many of the mathematical formulae that appear in the thesis. Archer or the editor Blake must have realised that these would alienate and perplex many readers. https://www.drs2016.org/ddr10

1968
Systems Thinking

General System Theory — Ludwig von Bertalanffy

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A foundation text in systems thinking and complexity.

1968
Systems Thinking

Garrett Hardin Describes the "Tragedy of the Commons"

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Hardin's work becomes influential in systems thinking and sustainability discussions.

1968
Technology & Computing

Douglas Engelbart Demonstrates Interactive Computing

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The demonstration later known as the Mother of All Demos showcased the mouse, hypertext, collaborative editing, windows and other foundations of interactive computing.

1968
Social Innovation & Public Policy

Pedagogy of the Oppressed — Paulo Freire

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Advocated participatory learning and empowerment, influencing co-design and participatory design approaches.

1969
Design Methods & Design Thinking

Herbert Simon Publishes The Sciences of the Artificial

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Herbert Simon defined design as the process of devising courses of action aimed at changing existing situations into preferred ones. The book helped position design as a general problem-solving activity and remains foundational to design thinking literature.

1969
Design Methods & Design Thinking

Robert McKim appointed Prof. of Mechanical Engineering, Stanford University

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Contribution: Design as a way of thinking.

1969
Design Methods & Design Thinking

The Sciences of the Artificial — Herbert Simon

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Defined design as changing existing situations into preferred ones. Often regarded as one of the foundations of design thinking.

1969
Systems Thinking

R. Buckminster Fuller - World Fellow in Residence for the Consortium of the University of Pennsylvania

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World Fellow in Residence for the Consortium of the University of Pennsylvania, Bryan Mawr, Haverford and Swarthmore Colleges and the University City Science Center, Philadelphia, Pennsylvania. Editor-at-Large, World Magazine; Consultant, DESIGN SCIENCE INSTITUTE. Distinguished University Professor, Southern Illinois University, Carbondale and Edwardsville, Illinois. Website: https://www.bfi.org/about-fuller/biography

1969
Systems Thinking

Moon Landing Demonstrates Systems Integration

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The Apollo 11 mission becomes an iconic example of large-scale interdisciplinary innovation and systems thinking.

July 16, 1969 – July 24, 1969
Technology & Computing

First Man on the Moon

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Apollo 11 was the spaceflight that first landed humans on the Moon. Commander Neil Armstrong and lunar module pilot Buzz Aldrin formed the American crew that landed the Apollo Lunar Module Eagle on July 20, 1969, at 20:17 UTC

1970s

1970
Systems Thinking

Systems Thinking Gains Wider Influence

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Interdisciplinary systems approaches increasingly influenced design, planning, management and organisational change by emphasising relationships, feedback and the behaviour of whole systems.

1970
Creativity & Innovation

Lateral Thinking — Edward de Bono

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Popularised structured creative thinking.

1970
Creativity & Innovation

Alvin Toffler Publishes Future Shock

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Toffler explores the effects of rapid technological and social change, influencing innovation and futures thinking.

1970
Technology & Computing

The Macintosh Project started by Jef Raskin

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The Macintosh project started in the late 1970s with Jef Raskin (1943–2005), an Apple employee, who envisioned an easy-to-use, low-cost computer for the average consumer. He wanted to name the computer after his favorite type of apple, the McIntosh, but the name had to be changed for legal reasons. In September 1979, Raskin was authorized by the management to start hiring for the project, and he began to look for an engineer who could put together a prototype. Bill Atkinson, a member of Apple's Lisa team (which was developing a similar but higher-end computer), introduced him to Burrell Smith, a service technician who had been hired earlier that year. Over the years, Raskin assembled a large development team that designed and built the original Macintosh hardware and software; besides Raskin, Atkinson and Smith, the team included Chris Espinosa, Joanna Hoffman, George Crow, Bruce Horn, Jerry Manock, Susan Kare, Andy Hertzfeld, and Daniel Kottke. The first Macintosh board, designed by Burrell Smith, had 64 kilobytes (KB) of RAM, used the Motorola 6809E microprocessor, and was capable of supporting a 256×256 pixel black-and-white bitmap display. Bud Tribble, a Macintosh programmer, was interested in running the Lisa’s graphical programs on the Macintosh, and asked Smith whether he could incorporate the Lisa’s Motorola 68000 microprocessor into the Mac while still keeping the production cost down. By December 1980, Smith had succeeded in designing a board that not only used the 68000, but bumped its speed from 5 to 8 megahertz (MHz); this board also had the capacity to support a 384×256 pixel display. https://history-computer.com/ModernComputer/Personal/Macintosh.html

1970
Social Innovation & Public Policy

Earth Day Is First Celebrated

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Environmental awareness increasingly influences design, innovation and systems thinking.

1971
Design Methods & Design Thinking

Design Participation Conference

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The Design Research Society’s Design Participation conference brought together designers and researchers to consider participation, social responsibility and the inclusion of non-designers in design processes. https://dl.designresearchsociety.org/conference-volumes/1/

1971
Design Methods & Design Thinking

Design for the Real World — Victor Papanek

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Called for socially and environmentally responsible design practice.

1971
Systems Thinking

Victor Papanek sees human design as interconnected patterning and interactions

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Published Design for the Real World - Human Ecology and Social Change. Papanek saw human design as one expression of life’s interconnected patterning and interactions.

1971
Systems Thinking

Checkland Begins Soft Systems Methodology

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Peter Checkland develops Soft Systems Methodology to address messy, human-centred problems.

1971
Social Innovation & Public Policy

Participatory Design Emerges in Scandinavia

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Participatory design grew from early Scandinavian projects that involved workers directly in the design of workplace technologies and systems. These collaborations helped establish foundations for co-design and stakeholder engagement. https://hci.stanford.edu/publications/bds/14-p-partic.html

1972
Systems Thinking

The Club of Rome Publishes The Limits to Growth

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The report used systems modelling to explore the interaction of population, resources and industrial development, reinforcing the value of systems perspectives for complex societal challenges.

1972
Human-Centred Design & UX

Donald Norman Begins Human-Centred Research

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Norman's work would later help establish usability and user-centred design as major disciplines.

1973
Design Methods & Design Thinking

Robert McKim mentions design as a science or way of thinking

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Computer scientist and Nobel Prize laureate Herbert A. Simon was the first to mention design as a science or way of thinking in his 1969 book, Sciences of the Artificial. The notion also appeared in Emeritus Professor of Mechanical Engineering Robert H. McKim's 1973 book, Experiences in Visual Thinking. Robert H. McKim, best described as an artist and engineer, focused his energies more on the impact visual thinking had on our understanding of things and our ability to solve problems. McKim’s book unpicks various aspects of visual thinking and design methods for solving problems with an emphasis on combining the left and right brain modes of thinking, to bring about a more holistic form of problem solving. The ideas discussed in his book underpin the Design Thinking methodology. Contribution: design as a science or way of thinking. https://www.interaction-design.org/literature/article/design-thinking-get-a-quick-overview-of-the-history?fbclid=IwAR2kcDnN7WYwmo_U9AoGc1-18JDylh-DYkhzUIVGbqGN3hHlqoSTzBjgCx8

1973
Systems Thinking

Wicked Problems Introduced

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Horst Rittel and Melvin Webber introduced the concept of wicked problems to describe complex social challenges that resist straightforward definition and resolution. The concept remains central to design thinking today.

1974
Systems Thinking

Russell Ackoff Publishes Redesigning the Future

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Ackoff advanced systems thinking and interactive planning, encouraging organisations to design desirable futures rather than merely respond to isolated problems.

1974
Creativity & Innovation

Mihaly Csikszentmihalyi Begins Flow Research

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Research into creativity, engagement and optimal experience later influences innovation and learning design.

1974
Technology & Computing

Xerox PARC Develops User-Focused Computing

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Researchers pioneer technologies later adopted across modern personal computing.

1975
Management & Strategy

Design Management Institute Founded

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The Design Management Institute helped connect design practice with strategy, organisational leadership and innovation, strengthening the professional field of design management. https://www.dmi.org/page/About

1976
Creativity & Innovation

Edward de Bono Popularises Lateral Thinking

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De Bono encourages deliberate creativity and alternative ways of approaching problems.

1977
Technology & Computing

Apple II Launches

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Personal computing begins moving technology closer to everyday users and households.

1978
Design Methods & Design Thinking

David Kelley Design opens

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David Kelley opens a design firm - David Kelley Design. This later becomes known as IDEO (1991).

1978
Human-Centred Design & UX

Donald Norman Studies Human Error

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Norman's research helps shape user-centred design and usability thinking.

1978
Management & Strategy

Herb Simon Awarded Nobel Prize

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Simon's work on decision-making, complexity and problem-solving receives global recognition.

1978
Organisational Learning

David Kelley starts teaching at Stanford University

1979
Design Methods & Design Thinking

Bill Moggridge (opens a second office called ID Two)

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Bill Moggridge returns to the US and opens a second office, called ID Two. Located in Palo Alto, California.

1979
Technology & Computing

Xerox PARC Advances Human-Centred Computing

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Researchers at Xerox PARC pioneered graphical interfaces, collaborative technologies and user-focused computing concepts that shaped later personal computers.

1980s

1980
Design Methods & Design Thinking

How Designers Think — Bryan Lawson

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Examined the cognitive processes used by designers when solving problems.

1980
Management & Strategy

Competitive Strategy — Michael Porter

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Introduced strategic analysis tools now widely used in innovation projects.

1980
Management & Strategy

Michael Porter's Competitive Strategy

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Porter introduces frameworks that become central to strategic thinking and opportunity evaluation.

1980
Service Design

Service Quality Research Expands

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Researchers increasingly examined customer experience, service encounters and service quality, helping prepare the ground for service design.

1980 – 1990
Social Innovation & Public Policy

Ezio Manzini focusses on the design of materials and strategic design.

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Ezio Manzini studied at the Politecnico di Milano where he later joined the faculty. During his time at the school, Manzini worked on several international research projects including co-ordinating the Unit of Research DIS (Design and Innovation for Sustainability), the Doctorate in Design, and DES (Design dei Servizi) in the Centre for Service Design. Manzini is an author on sustainable design. Throughout the 1980s and 1990s his research focussed on the design of materials and strategic design. He wrote on topics such as scenario building toward solutions that encompass environmental and social quality; innovative processes in the system of production and consumption; and the relationship between product strategies and environmental policies from the perspective of sustainable development. Though he is perhaps most well known for his work on design for social innovation. In the 2015 book, Design, When Everybody Designs, Manzini provides an overview of the way design has been deployed in the social innovation space to guide transition to more sustainable practices. The book explores the role of diffuse and expert design, it describes the concept of cosmopolitan localism, and Manzini's Small, Open, Local, and Connected (SLOC) scenario. In 2009 Manzini founded DESIS, an international network of design schools and related organisations working on initiatives and projects in the design for social innovation and sustainability fields. In addition to his time at Politecnico, Manzini was the Director of Design and Vice-president of the Domus Academy in the 1990s, and Chair Professor of Design under the Distinguished Scholars Scheme at Hong Kong Polytechnic University in 2000. He has received honorary titles at several universities including Honorary Doctoral of Arts at Aalto University, Honorary Doctor of Fine Arts at The New School and Goldsmiths, University of London; Honorary Professor at the Glasgow School of Art; and Fellow at the Australian Centre for Science, Innovation and Society at the University of Melbourne. https://en.wikipedia.org/wiki/Ezio_Manzini

1981
Creativity & Innovation

Richard Florida Begins Research on Creativity

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Florida's later work would influence thinking about creative economies and innovation ecosystems.

1981
Technology & Computing

Bill Moggridge designs the first laptop prototype

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The Grid Compass, the first laptop with the archetypal hinged screen. This is a Laptop computer prototype. It was designed by Bill Moggridge and manufactured by GRiD Systems Corp. and design team member: Steve Hobson and Glenn Edens and firm: ID Two. It is dated 1981 and we acquired it in 2010. Its medium is die-cast magnesium, injection-molded plastic. It is a part of the Product Design and Decorative Arts department. In 1980, Bill Moggridge and his firm had the opportunity to design a complete computer. The result was the GRiD Compass portable computer, considered to be one of the first laptop computers. The initial brief was to design the exterior case: a minimal, low, rectangular black box, the top horizontally bisected with a hinged section that lifts to reveal the screen and keyboard. Upon taking a prototype home and using it, Moggridge found that the user’s interaction with the object (hardware) and the software was just as important as the design of the physical form. Object and user interaction were both essential design elements that combined to create a complete experience. https://collection.cooperhewitt.org/objects/18732295/ https://mshanks.com/2012/09/10/bill-moggridge/ https://www.metalocus.es/en/news/bill-moggridge-—-design-service-and-education

1981
Technology & Computing

IBM Invests in Human Factors Research

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Large technology firms increasingly recognise usability and user experience as competitive advantages.

1982
Design Methods & Design Thinking

Nigel Cross Promotes Designerly Ways of Knowing

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Nigel Cross advanced the idea that designers possess distinctive forms of knowledge and reasoning, different from those of the sciences and humanities. https://oro.open.ac.uk/39253/

1982
Management & Strategy

In Search of Excellence — Peters & Waterman

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Highlighted innovation, culture and organisational performance.

1982
Management & Strategy

Tom Peters' In Search of Excellence

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Highlights innovation, culture and customer focus as drivers of organisational success.

1983
Design Methods & Design Thinking

Bill Moggridge becomes consulting Associate Professor at Stanford University

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Bill Moggridge becomes consulting associate professor in different departments at Stanford University, including the Product Design Program.

1983
Organisational Learning

Donald Schön Publishes The Reflective Practitioner

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Donald Schön’s landmark publication highlighted reflection-in-action as a critical professional capability and strongly influenced design education and later views of design as reflective inquiry.

1983
Organisational Learning

The Reflective Practitioner — Donald Schön

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One of the most influential works on professional reflection, experimentation and learning-in-action.

1983
Technology & Computing

Lotus 1-2-3 Popularises Personal Computing

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Digital tools increasingly become part of organisational decision-making processes.

January 24, 1984
Technology & Computing

Apple Macintosh Released

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Apple released the Macintosh, bringing graphical interfaces and direct manipulation to a broad public audience. It became a landmark example of human-centred interface design entering mainstream computing.

1984
Technology & Computing

Human-Centred Computing Expands

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The growth of human-computer interaction increased attention on usability, user experience and user-centred methods, bringing human needs and behaviour more directly into the development of digital systems.

1985
Design Methods & Design Thinking

Mike Nuttall leaves ID Two to start Matrix Product Design

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Mike Nuttall is a British designer who established Matrix Product Design in 1983 in Palo Alto, California. In 1991, his company merged with two other established design firms, David Kelley Design (founded by David Kelley) and ID Two (founded by Bill Moggridge) to form the designing giant IDEO. In 1980, Nuttall moved to the U.S., where he would start his own design firm, Matrix Product Design. His firm won more than 20 design awards between 1983 and 1991. After IDEO was formed, he led development efforts at the design firm, resulting in many successful computer, consumer and medical products with many major corporations in the U.S., Europe and Asia. Now, Nuttall manages IDEO Ventures, an internal venture capital fund making strategic equity and royal investments in IDEO’s client partners. He also teaches a course at Stanford University on Advanced Product Design and Human Factors. http://entrepreneur.wiki/Mike_Nuttall

1985
Design Methods & Design Thinking

Rolf E.Faste replaces Prof. Robert McKim as Director of the Design Program

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Rolf E.Faste replaces Professor Robert McKim as Director of the Design Program at Stanford University.

1985
Management & Strategy

Competitive Advantage — Michael Porter

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Expanded strategic thinking through value chain analysis.

1985
Organisational Learning

Ellen Langer Publishes Work on Mindfulness

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Langer's research explores observation, attention and awareness, concepts relevant to empathy and engagement.

1985
Technology & Computing

MIT Media Lab Founded

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The lab becomes internationally recognised for combining design, technology and experimentation.

1985
Entrepreneurship

Innovation and Entrepreneurship — Peter Drucker

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A foundational innovation text.

1986
Systems Thinking

The Challenger Disaster Sparks Learning About Complex Systems

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The disaster becomes a major case study in organisational learning, communication and systems failure.

1986
Management & Strategy

Graham Douglas originated the field of Integrative Thinking

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Integrative thinking is a field which was originated by Graham Douglas in 1986. He describes Integrative Thinking as the process of integrating intuition, reason and imagination in a human mind with the objective of developing a holistic continuum of strategy, tactics, action, review and evaluation.

1986
Service Design

Service Design Begins Emerging as a Discipline

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Design practice increasingly expanded beyond physical products to consider services, customer journeys, interactions and the systems that support experiences.

1987
Design Methods & Design Thinking

Peter Rowe Publishes Design Thinking

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Peter Rowe’s book helped popularise the term design thinking within architecture and design scholarship by examining the structures of inquiry used by designers.

1987
Design Methods & Design Thinking

Tim Brown joins David Kelley Design

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Joins David Kelley in his design firm. This firm will later be rebranded as IDEO.

1987
Design Methods & Design Thinking

Tom Kelley joins David Kelley Design

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Joins his brother David Kelley in his design firm. This firm will later be rebranded as IDEO.

1987
Design Methods & Design Thinking

Design Thinking by Peter Rowe

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Summary In Design Thinking Peter Rowe provides a systematic account of the process of designing in architecture and urban planning. He examines multiple and often dissimilar theoretical positions whether they prescribe forms or simply provide procedures for solving problems—as particular manifestations of an underlying structure of inquiry common to all designing. Over 100 illustrations and a number of detailed observations of designers in action support Rowe's thesis. ISBN: 9780262181228 https://mitpress.mit.edu/books/design-thinking

1987
Design Methods & Design Thinking

Design Thinking — Peter Rowe

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Helped popularise the term "design thinking" through architectural research.

1987
Organisational Learning

Educating the Reflective Practitioner — Donald Schön

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Extended his theory of reflective learning into professional education.

1987
Social Innovation & Public Policy

Jane Fulton Suri brings social science-based perspectives to design practice.

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Jane Fulton Suri is Partner Emeritus and Executive Design Director at IDEO. She is dedicated to sustaining and evolving design insight and inspiration. And, working variously in Tokyo, Cambridge, and California, she focuses on growing future creative leaders. Jane came to IDEO with a background in psychology and architecture and the ambition to bring social science-based perspectives to design practice. Working on diverse challenges for clients in multiple industries, she pioneered human-centered approaches and fostered a collaborative community of kindred spirits, including designers, anthropologists, and others. She evolved techniques for empathic observation and experience prototyping that are now employed widely in the design and innovation of products, services, and environments, as well as systems, organizations, and strategies. Jane went on to co-lead IDEO’s global Consumer Experience practice, and then became IDEO’s Chief Creative Officer. Website: https://www.ideo.com/people/jane-fulton-suri

1987
Social Innovation & Public Policy

World Commission on Environment and Development Publishes Brundtland Report

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The report introduces sustainable development into global policy and business discussions.

1988
Human-Centred Design & UX

The Design of Everyday Things — Donald Norman

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One of the most influential texts on human-centred design and usability.

1989
Management & Strategy

Jeanne Liedtka joins Darden School of Business

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A strategist and professor of business particularly known for her work on strategic thinking, design thinking and organic growth.

1989
Technology & Computing

Tim Berners-Lee Invents the World Wide Web

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The web fundamentally transforms access to information, collaboration and innovation.

1989
Service Design

Service Blueprinting Gains Recognition

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Service Blueprinting methods provide ways to visualise customer and organisational interactions.

1990s

1990
Design Methods & Design Thinking

How Designers Think (2nd Ed.): The Design Process Demystified by Bryan Lawson

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How Designers Think is based on Bryan Lawson's many observations of designers at work, interviews with designers and their clients and collaborators. This extended work is the culmination of forty years' research and shows the belief that we all can, and do, design, and that we can learn to design better. The creative mind continues to have the power to surprise and this book aims to nurture and extend this creativity. Neither the earlier editions, nor this book, are intended as authoritative prescriptions of how designers should think but provide helpful advice on how to develop an understanding of design. ISBN: 978-0-7506-0268-6 https://www.sciencedirect.com/book/9780750602686/how-designers-think

1990
Systems Thinking

Peter Senge Publishes The Fifth Discipline

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Senge presented systems thinking as a core discipline of learning organisations, influencing business, education and approaches to organisational change.

1990
Systems Thinking

Soft Systems Methodology in Action — Peter Checkland & Jim Scholes

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Addressed messy human-centred problems.

1990
Systems Thinking

The Fifth Discipline — Peter Senge

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Popularised organisational learning and systems thinking.

1990
Creativity & Innovation

David Kelley starts working alongside Rolf E. Faste

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David Kelley works alongside Rolf E. Faste at Stanford University (Mechanical Engineering Faculty).

1990
Creativity & Innovation

David Kelley receives tenure at Stanford University

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David Kelley receives tenure at Stanford University (Mechanical Engineering Faculty).

1990
Creativity & Innovation

Flow — Mihaly Csikszentmihalyi

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Defined the concept of optimal experience and creativity.

1990s
Creativity & Innovation

Creativity and Innovation in Organizations — Teresa Amabile

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Established evidence-based approaches to organisational creativity.

1990
Management & Strategy

Ken Friedman creates strategic design course at Oslo Business School

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Ken Friedman is Research Professor and until recently the Dean of the Faculty of Design at Swinburne University of Technology in Melbourne, Australia. He works at the intersection of three fields: design, management, and art. Friedman works with theory construction and research methodology for design. He also works with design process and design thinking as tools for value creation and economic innovation. In 1990, he created the first course in strategic design in Europe for the Oslo Business School, one of the first such courses in the world. From 1994 to 2009, he was Professor of Leadership and Strategic Design at the Norwegian School of Management, focusing on knowledge economy issues, culture, and leadership. From 2003 to 2009, he held a research appointment at The Danish Design School and the Danish Design Research Center in Copenhagen.

1990
Technology & Computing

Human-Centred Design Expands in Computing

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User research, usability testing and interface design become increasingly important.

1991
Design Methods & Design Thinking

IDEO applies Design Thinking to business

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IDEO markets Design Thinking to the world. Contribution: Design Thinking being applied to business.

1991 – 2010
Design Methods & Design Thinking

Bill Moggridge joins IDEO

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IDEO formed by way of a 3-way merger involving David Kelley, Bill Moggridge and Mike Nuttall.

1991
Design Methods & Design Thinking

IDEO is Formed

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IDEO emerged through the merger of David Kelley Design, ID Two and Matrix Product Design. It later became one of the most influential organisations in the global promotion of human-centred design and design thinking.

1991
Organisational Learning

Nonaka and Takeuchi Begin Knowledge Creation Research

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Their work explores how organisations create, share and apply knowledge.

1991
Social Innovation & Public Policy

thinkpublic - the first social design agency

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thinkpublic was the first social design agency, established in 2004. The inspiration to start thinkpublic came after Deborah Szebeko volunteered at Great Ormond Street Children’s Hospital. She experienced first-hand the impact design can have on changing lives. Website: https://www.thinkpublic.com

1992
Systems Thinking

Richard Buchanan Connects Wicked Problems with Design Thinking

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Richard Buchanan’s influential paper, Wicked Problems in Design Thinking, connected design thinking with complex and indeterminate problems and expanded its relevance beyond traditional design disciplines.

1992
Systems Thinking

Wicked Problems in Design Thinking — Richard Buchanan

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Linked design thinking to complex societal problems and broadened its relevance.

1992
Creativity & Innovation

Serious Creativity — Edward de Bono

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Expanded practical approaches to innovation and creativity.

1993
Human-Centred Design & UX

The User Experience Profession Emerges

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After joining Apple, Don Norman established the User Experience Architect’s Office and adopted the title User Experience Architect, signalling a broader approach encompassing every aspect of a person’s interaction with a system. https://jnd.org/where-did-the-term-user-experience-ux-come-from/

1993
Organisational Learning

Communities of Practice Theory Emerges

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Etienne Wenger's work highlights social learning and knowledge sharing.

1994 – 2009
Management & Strategy

Ken Friedman - Professor of Leadership and Strategic Design at the Norwegian School of Management

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Ken Friedman has done research in philosophy of design, doctoral education in design, knowledge management, and philosophy of science. He worked with national design policy in Estonia, Latvia, Lithuania, and Wales, and state design policy in Victoria, Australia. He is active in developing international research networks and conferences for the design research community. He is an editor of the journals Artifact and the Journal of Design Research, and a member of the editorial board of such journals as Design Studies, Design and Culture, and the International Journal of Design. He is a Council Member of the Design Research Society and the Australian Deans of the Built Environment and Design, and has been an officer in both groups. He co-chaired the La Clusaz Conference on Doctoral Education in Design in 2000, the European Academy of Management Conference in 2006, the Design Research Society Conference in 2006, the Cumulus International Conference in 2009, and the Hong Kong Conference on Doctoral Education in Design in 2011, as well as chairing the Victoria Conference on Design Thinking in 2009. https://www.interaction-design.org/ken_friedman

1994
Management & Strategy

Competing for the Future — Hamel & Prahalad

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Focused on strategic foresight and innovation.

1994
Management & Strategy

Business Process Reengineering Peaks

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Organisations increasingly redesign systems and experiences rather than isolated tasks.

1994
Technology & Computing

Netscape Popularises the Web

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A major milestone in accessible digital experiences and online innovation.

1995
Human-Centred Design & UX

Human-Centred Design Gains Broader Adoption

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Human-centred approaches increasingly spread beyond industrial design into software development, product management, service innovation and organisational practice.

1995
Management & Strategy

IDEO Begins Broader Innovation Consulting

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IDEO expands beyond product design into organisational innovation and strategy.

1995 – 2020
Technology & Computing

The Internet Goes Mainstream

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Widespread public adoption of the internet transformed communication, commerce and access to information, creating new possibilities for customer-centred digital services and online experiences.

1996
Management & Strategy

Clayton Christensen Develops Disruptive Innovation Theory

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Christensen's work reshapes thinking about markets, innovation and strategic change.

1997
Management & Strategy

The Innovator's Dilemma — Clayton Christensen

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Introduced disruptive innovation.

1997
Technology & Computing

Steve Jobs Returns to Apple

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The company increasingly integrates design as a central strategic capability.

1998
Design Movements

The Fluxus Reader by Ken Friedman

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Fluxus began in the 1950s as a loose, international community of artists, architects, composers and designers. By the 1960s, Fluxus had become a laboratory of ideas and an arena for artistic experimentation in Europe, Asia and the United States. Described as ‘the most radical and experimental art movement of the 1960s’, Fluxus has challenged conventional thinking on art and culture for half a century. Fluxus artists had a central role in the birth of such key contemporary art forms as concept art, installation, performance art, intermedia and video. Despite this influence, the scope and scale of this unique phenomenon have made it difficult to explain Fluxus in normative historical and critical terms. In The Fluxus Reader, editor Ken Friedman offers the first comprehensive overview of this challenging and controversial group. The Fluxus Reader is written by leading scholars and experts from Europe, the United States and Australia. First published in 1998, the book was out of print for several years and only available from rare book dealers and galleries. https://www.artandeducation.net/announcements/109558/fluxus-reader-free-digital-edition

1998
Organisational Learning

Communities of Practice — Etienne Wenger

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Demonstrated how learning emerges through participation in social communities.

1998
Technology & Computing

Google Founded

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Google's emphasis on experimentation, user experience and data-informed decisions influences digital innovation.

1998
Technology & Computing

Google Search Launches

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A transformative moment in information access, knowledge discovery and digital experience design.

1998
Service Design

Welcome to the Experience Economy

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B. Joseph Pine II and James H. Gilmore argued that organisations must design memorable experiences rather than simply deliver goods and services, strengthening interest in experience-centred innovation. https://hbr.org/1998/07/welcome-to-the-experience-economy

1999
Systems Thinking

Ackoff's Best — Russell Ackoff

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Showcased decades of systems thinking and organisational design.

1999
Human-Centred Design & UX

Experience Design Gains Visibility

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Designers increasingly focus on end-to-end experiences rather than individual products.

2000s

2000
Creativity & Innovation

Ezio Manzini becomes Chair Professor of Design at Hong Kong Polytechnic University

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Chair Professor of Design under the Distinguished Scholars Scheme at Hong Kong Polytechnic University in 2000.

2000
Organisational Learning

Design Thinking Enters Business Education

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Management educators increasingly explored design as a strategic capability for addressing uncertainty, innovation and complex organisational challenges.

2000
Service Design

Rise of Customer Experience (CX)

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Organisations increasingly shift from product-centric to customer-centric thinking.

2001
Design Methods & Design Thinking

Agile Manifesto Published

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Agile principles reinforce iterative learning and customer collaboration.

November 13, 2001
Creativity & Innovation

Weird Ideas That Work by Robert I. Sutton

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Creativity, new ideas, innovation -- in any age they are keys to success, but in today's whirlwind economy they are essential for survival itself. Yet, as Robert Sutton explains, the standard rules of business behavior and management are precisely the opposite of what it takes to build an innovative company. We are told to hire people who will fit in; to train them extensively; and to work to instill a corporate culture in every employee. In fact, in order to foster creativity, we should hire misfits, goad them to fight, and pay them to defy convention and undermine the prevailing culture. Weird Ideas That Work codifies these and other proven counterintuitive ideas to help you turn your workplace from staid and safe to wild and woolly -- and creative. Stanford professor Robert Sutton is an authority on innovation and a popular speaker. In Weird Ideas That Work he draws on extensive research in behavioral psychology to explain how innovation can be fostered in hiring, managing, and motivating people; building teams; making decisions; and interacting with outsiders. Business practices like "hire people who make you uncomfortable," "reward success and failure, but punish inaction," and "decide to do something that will probably fail, and then convince yourself and everyone else that success is certain" strike many managers as strange or even downright wrong. Yet Weird Ideas That Work shows how some of the best teams and companies use these and other counterintuitive practices to crank out new ideas, and it demonstrates that every company can reap sales and profits from such creativity. Weird Ideas That Work is filled with examples of each of Sutton's 11 1/2 practices, drawn from hi- and low-tech industries, manufacturing and services, information and products. More than just a set of bizarre suggestions, it represents a breakthrough in management thinking: Sutton shows that the practices we need to sustain performance are in constant tension with those that foster new ideas. The trick is to choose the right balance between conventional and "weird" -- and now, thanks to Robert Sutton's work, we have the tools we need to do so.

2001
Technology & Computing

Wikipedia Founded

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A large-scale example of collaborative knowledge creation and open participation.

2002
Design Methods & Design Thinking

IDEO Expands Design Thinking Practice

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IDEO increasingly applies human-centred design beyond product development into services and strategy.

2002
Creativity & Innovation

The Art of Innovation by Tom Kelley

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In The Art of Innovation, Tom Kelley, partner at IDEO, takes readers behind the scenes of this wildly imaginative and energized company to reveal the strategies and secrets it uses to turn out hit after hit. IDEO doesn't buy into the myth of the lone genius working away in isolation, waiting for great ideas to strike. Kelley believes everyone can be creative, and the goal at his firm is to tap into that wellspring of creativity in order to make innovation a way of life. https://www.ideo.com/post/the-art-of-innovation

2003 – 2009
Design Methods & Design Thinking

Ken Friedman holds a research appointment at The Danish Design School

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Ken Friedman is also a practicing artist and designer active in the international laboratory known as Fluxus. He had his first solo exhibition in New York in 1966. His work is represented in major museums and galleries around the world, including the Museum of Modern Art and the Guggenheim Museum in New York, the Tate Modern in London, the Hood Museum of Art at Dartmouth College, and Stadtsgalerie Stuttgart. The University of Iowa Alternative Traditions in the Contemporary Arts is the official repository of Friedman's papers and research notes. The Silverman Fluxus Collection at the Museum of Modern Art, Archiv Sohm at Stadtsgalerie Stuttgart and the Mandeville Department of Special Collections at the University of California also hold extensive archives on Friedman's work of the 1960s and 1970s. https://www.interaction-design.org/ken_friedman

2003
Human-Centred Design & UX

Human-Centred Design Expands Internationally

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Governments, non-government organisations and corporations increasingly adopted design-led approaches to services, development and organisational innovation.

2003
Entrepreneurship

Stanford Technology Ventures Program Expands

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Entrepreneurship, innovation and design increasingly intersect in higher education.

2004
Human-Centred Design & UX

Emotional Design — Donald Norman

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Demonstrated how emotion influences user experience and product adoption.

2004
Management & Strategy

Seeing What's Next — Clayton Christensen

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Applied disruptive innovation to strategy.

2004
Service Design

Service Design Network Founded

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The Service Design Network created an international platform connecting service-design academics and professionals and helped advance the field’s global development. https://www.service-design-network.org/

2004
Social Innovation & Public Policy

Social Innovation Design Gains Momentum

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Design methods begin addressing complex societal challenges.

2005
Design Methods & Design Thinking

Stanford d.school Established

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The Hasso Plattner Institute of Design, known as the d.school, was founded at Stanford University. It helped popularise human-centred design thinking among students, entrepreneurs and organisations worldwide. https://dschool.stanford.edu/study/undergraduate-degree/history

2005
Human-Centred Design & UX

The Semantic Turn — Klaus Krippendorff

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Shifted attention toward meaning-making and user interpretation.

2005
Creativity & Innovation

The Ten faces of Innovation by Tom Kelley

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The Ten Faces of Innovation: IDEO's Strategies for Beating the Devil's Advocate and Driving Creativity Throughout Your Organization. The author of the bestselling The Art of Innovation reveals the strategies IDEO, the world-famous design firm, uses to foster innovative thinking throughout an organization and overcome the naysayers who stifle creativity. The role of the devil's advocate is nearly universal in business today. It allows individuals to step outside themselves and raise questions and concerns that effectively kill new projects and ideas, while claiming no personal responsibility. Nothing is more potent in stifling innovation. Over the years, IDEO has developed ten roles people can play in an organization to foster innovation and new ideas while offering an effective counter to naysayers. Among these approaches are the Anthropologist—the person who goes into the field to see how customers use and respond to products, to come up with new innovations; the Cross-pollinator who mixes and matches ideas, people, and technology to create new ideas that can drive growth; and the Hurdler, who instantly looks for ways to overcome the limits and challenges to any situation. Filled with engaging stories of how Kraft, Procter and Gamble, Safeway and the Mayo Clinic have incorporated IDEO's thinking to transform the customer experience, The Ten Faces of Innovation is an extraordinary guide to nurturing and sustaining a culture of continuous innovation and renewal. https://www.amazon.com/Ten-Faces-Innovation-Strategies-Organization/dp/0385512074

2005
Management & Strategy

Roger Martin Promotes Integrative Thinking

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Martin argues leaders must balance competing ideas rather than choose simplistic either/or solutions.

2005
Organisational Learning

Design Thinking Appears in Executive Education

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Business leaders increasingly encountered design thinking through executive programmes focused on innovation, strategy and organisational transformation.

2005
Technology & Computing

YouTube Launches

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User-generated content changes how people create, share and learn.

2005
Entrepreneurship

The Four Steps to the Epiphany — Steve Blank

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Foundational text for customer discovery.

2005
Social Innovation & Public Policy

DESIS Network

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For more than two decades, Ezio Manzini has been working in the field of design for sustainability. Most recently, his interests have focused on social innovation—considered a major driver of sustainable changes. In this perspective, he started DESIS: an international network of schools of design specifically active in the field of design for social innovation and sustainability. Ezio is currently working at Desislab Elisava Barcelona leading the flag ship initiative “Design for City Making” within Desis Network. Presently, Ezio Manzini is Distinguished Professor on Design for Social Innovation a ELISAVA Barcelona School of Design and Engineering, Barcelona, Spain; Honorary Professor at the Polytechnic University of Milan, Italy; and Guest Professor at Jiangnan University, Wuxi, China. DESIS Network originates from three main international activities in the 2006-2008 period: the European research EMUDE, 2005; the UNEP Program CCSL, 2008 and the international conference “Changing the Change, within the framework of Torino World Design Capital, 2008. In different ways, these activities introduced the notions of creative community and social innovation in several design schools worldwide and created favourable conditions to start an international network on these topics. The main ideas behind it were that social innovation could be a powerful driver towards sustainability and that design schools could help in supporting and accelerating the process. In 2009, this network took the name of DESIS: Design for Social Innovation towards Sustainability. In the 2009-2011 period, DESIS spread in several regions of the world, establishing partnerships with other entities and evolving towards a network of Design Labs based in design schools and in other design-oriented universities and operating with local, regional and global partners to promote and support social change towards sustainability.” https://www.desisnetwork.org

2006
Organisational Learning

Designerly Ways of Knowing by Nigel Cross

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The concept of ‘designerly ways of knowing’ emerged in the late 1970s in association with the development of new approaches in design education. Professor Nigel Cross first clearly articulated this concept in a paper called ‘Designerly Ways of Knowing’ which was published in the journal Design Studies in 1982. Since then, the field of study has grown considerably, as both design education and design research have developed together into a new discipline of design. This book provides a unique insight into a field of study with important implications for design research, education and practice. https://www.springer.com/gp/book/9781846283000

2006
Organisational Learning

Designerly Ways of Knowing — Nigel Cross

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Established design as a legitimate form of knowledge creation.

2006
Technology & Computing

Twitter Launches

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Social media creates new opportunities for participation, collaboration and community engagement.

2007
Design Methods & Design Thinking

Design Principles & Practices Research Network

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Founded in 2007, the Design Principles & Practices Research Network offers an interdisciplinary forum to explore the meaning and purpose of design. In professional and disciplinary terms, the network traverses a broad sweep to construct a trans-disciplinary dialogue, which encompasses a wide array of design paradigms and practices. We move between theoretical reflection on the nature of design and case studies of design practice, and from research-based perspectives to the experience-based perspectives of design insiders. Our aim is to build an epistemic community where we can make linkages across disciplinary, geographic, and cultural boundaries. https://designprinciplesandpractices.com/2020-conference

2007
Human-Centred Design & UX

Designing Interactions by Bill Moggridge

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This is a Book. It was written by Bill Moggridge and published by MIT Press. It is dated 2007. Its medium is offset lithography. Designing Interactions is an invaluable record of the invention and development of contemporary digital design practice. The book foregrounds the voices of the practitioners and innovators who helped create computer devices and interfaces, from the mouse to the mobile phone. https://collection.cooperhewitt.org/objects/51497605/

2007
Technology & Computing

Apple Introduces the iPhone

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The device becomes a landmark example of integrated experience, service and ecosystem design.

2008
Design Methods & Design Thinking

Aalto Design Factory opens

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Aalto Design Factory was opened in 2008. Several student generations have started and completed their studies, a significant number of new faculty have joined the university. Aalto Design Factory (ADF) is an interdisciplinary product design and learning hub uniting students, teachers, researchers, and industry. We aim to build a new kind of passion-based learning culture for Aalto University. Design Factory activities have spread around the globe! Design Factory Global Network members operate based on the same philosophy and principles and provide familiar DF-environment for their local community. The goal is to be the leader in international university collaboration beyond academic boundaries. Aalto Design Factory was born from a research project focused on creating an ideal physical and mental working environment for product developers and researchers. Today ADF is one of the spearhead projects and one of the first physical manifestations of Aalto University encouraging and enabling fruitful interaction between students, researchers, and professional practitioners. https://designfactory.aalto.fi/about/

May 1, 2008
Design Methods & Design Thinking

Engineering Design Methods: Strategies for Product Design by Nigel Cross

2008
Management & Strategy

Design Thinking Enters Mainstream Management

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Business schools, consultancies and organisations increasingly adopted design thinking as a capability for strategy, innovation, leadership and organisational change.

2008
Entrepreneurship

Airbnb Founded

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Frequently cited as a case study in customer-centred innovation, prototyping and experimentation.

2008
Social Innovation & Public Policy

Design Thinking Enters Government Innovation Programmes

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Public-sector organisations increasingly used design approaches to improve citizen services, policy development and organisational innovation.

2008
Social Innovation & Public Policy

Design Thinking Enters Public Policy

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Governments increasingly adopt design methods for policy development and service innovation.

2009
Design Methods & Design Thinking

Change by Design — Tim Brown

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Popularised design thinking globally.

2009
Human-Centred Design & UX

Change by Design by Tim Brown

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The subject of "design thinking" is the rage at business schools, throughout corporations, and increasingly in the popular press--due in large part to the work of IDEO, a leading design firm, and its celebrated CEO, Tim Brown, who uses this book to show how the techniques and strategies of design belong at every level of business. The myth of innovation is that brilliant ideas leap fully formed from the minds of geniuses. The reality is that most innovations come from a process of rigorous examination through which great ideas are identified and developed before being realized as new offerings and capabilities. Change by Design explains design thinking, the collaborative process by which the designer's sensibilities and methods are employed to match people's needs, not only with what is technically feasible, but what is viable to the bottom line. Design thinking converts need into demand. It's a human-centered approach to problem solving that helps people and organizations become more innovative and more creative. https://www.ideo.com/post/change-by-design

2009
Organisational Learning

Ken Friedman chairs Victoria Conference on Design Thinking

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He is a Council Member of the Design Research Society and the Australian Deans of the Built Environment and Design, and has been an officer in both groups. He co-chaired the La Clusaz Conference on Doctoral Education in Design in 2000, the European Academy of Management Conference in 2006, the Design Research Society Conference in 2006, the Cumulus International Conference in 2009, and the Hong Kong Conference on Doctoral Education in Design in 2011, as well as chairing the Victoria Conference on Design Thinking in 2009. https://www.interaction-design.org/ken_friedman

2009
Organisational Learning

Theory U — Otto Scharmer

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Proposed a framework for leading change through deep listening, sensing and co-creation.

2009
Organisational Learning

The Design of Business — Roger Martin

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Bridged design thinking and management education.

2009
Service Design

Service Design Thinking Published

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One of the key publications helping consolidate service design as a recognised discipline.

2010s

2010 – 2012
Human-Centred Design & UX

Bill Moggridge joins Smithsonian Cooper Hewitt National Design Museum

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Bill Moggridge was the fourth director of Cooper Hewitt, Smithsonian Design Museum (2010-12) and an outspoken advocate for the value of design in everyday life. Designer of the first laptop computer and co-founder of the renowned innovation and design firm, IDEO, Bill pioneered interaction design and integrated human factors into the design of computer software and hardware. As Cooper Hewitt’s director, Bill worked to establish the museum as the nation’s preeminent design resource. He enhanced its profile as one of the world’s leading authorities on the integral role of design in daily life, and developed and presented exhibitions—both real and virtual. Bill joined Cooper Hewitt at a critical juncture, when the museum was in the midst of the largest capital improvement program in its history. Under Bill’s leadership, Phase One of the renovation project, involving work on the museum’s two townhouses, was completed in 2011 and included the new National Design Library, an additional classroom, administrative and curatorial offices, and a new staff and public entrance from 9 East 90th Street. A graduate of the Central School of Design in London, Bill’s professional activities included those of advisor to the British government on design education (1974), trustee of the Design Museum in London (1992-1995), visiting professor in interaction design at the Royal College of Art in London (1993), and member of the Steering Committee for the Interaction Design Institute in Ivrea, Italy (2003). He was the author of Designing Media (2010), which examines the connections between traditional media and the emerging digital realm, and Designing Interactions (2006), which explores how interaction design transforms daily life. https://collection.cooperhewitt.org/people/18062553/bio#ch

2010
Technology & Computing

Designing Media by Bill Moggridge

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The book explores the evolution of mainstream media, both mass and personal, looking closely at the points of friction between old and new media models and the social norms they have sprouted. From design to civic engagement to the real-time web, Moggridge offers a faceted and layered survey of how our media habits came to be, where they’re going, and what it all means for how we relate to the world and each other. To be fair, Designing Media isn’t exactly — at least not only — a book: The tome features a DVD containing 37 fascinating interviews with some of today’s greatest media innovators, including This American Life‘s Ira Glass, Pandora founder Tim Westergren, prominent New York Times design critic Alice Rawsthorn, Twitter founder @Ev, statistical stuntsman Hans Rosling, and Facebook founder Mark Zuckerberg. https://www.brainpickings.org/2010/11/08/bill-moggridge-designing-media/ Mainstream media, often known simply as MSM, have not yet disappeared in a digital takeover of the media landscape. But the long-dominant MSM―television, radio, newspapers, magazines, and books―have had to respond to emergent digital media. Newspapers have interactive Web sites; television broadcasts over the Internet; books are published in both electronic and print editions. In Designing Media, design guru Bill Moggridge examines connections and conflicts between old and new media, describing how the MSM have changed and how new patterns of media consumption are emerging. The book features interviews with thirty-seven significant figures in both traditional and new forms of mass communication; interviewees range from the publisher of the New York Times to the founder of Twitter. We learn about innovations in media that rely on contributions from a crowd (or a community), as told by Wikipedia's Jimmy Wales and Craigslist's Craig Newmark; how the band OK Go built a following using YouTube; how real-time connections between dispatchers and couriers inspired Twitter; how a BusinessWeek blog became a quarterly printed supplement to the magazine; and how e-readers have evolved from Rocket eBook to QUE. Ira Glass compares the intimacy of radio to that of the Internet; the producer of PBS's Frontline supports the program's investigative journalism by putting documentation of its findings online; and the developers of Google's Trendalyzer software describe its beginnings as animations that accompanied lectures about social and economic development in rural Africa. At the end of each chapter, Moggridge comments on the implications for designing media. Designing Media is illustrated with hundreds of images, with color throughout. A DVD accompanying the book includes excerpts from all of the interviews, and the material can be browsed at www.designing-media.com. https://www.amazon.com/gp/product/0262014858/?tag=braipick-20

2010
Service Design

Service Design Becomes Mainstream

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Organisations begin mapping customer journeys and designing entire service ecosystems.

2010
Service Design

Customer Journey Mapping Becomes Mainstream

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Journey maps become a widely adopted tool for understanding experiences across multiple touchpoints.

2010
Entrepreneurship

Business Model Generation by Osterwalder and Pigneur

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Business Model Generation is a handbook for visionaries, game changers, and challengers striving to defy outmoded business models and design tomorrow's enterprises. If your organization needs to adapt to harsh new realities, but you don't yet have a strategy that will get you out in front of your competitors, you need Business Model Generation. Co-created by 470 "Business Model Canvas" practitioners from 45 countries, the book features a beautiful, highly visual, 4-color design that takes powerful strategic ideas and tools, and makes them easy to implement in your organization. It explains the most common Business Model patterns, based on concepts from leading business thinkers, and helps you reinterpret them for your own context. You will learn how to systematically understand, design, and implement a game-changing business model--or analyze and renovate an old one. Along the way, you'll understand at a much deeper level your customers, distribution channels, partners, revenue streams, costs, and your core value proposition. ISBN: 978-0-470-87641-1 https://www.wiley.com/en-us/Business+Model+Generation%3A+A+Handbook+for+Visionaries%2C+Game+Changers%2C+and+Challengers-p-9780470876411

2010
Entrepreneurship

Business Model Generation — Osterwalder & Pigneur

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Introduced the Business Model Canvas.

2010
Social Innovation & Public Policy

Design Thinking Reaches Healthcare

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Healthcare organisations increasingly adopted human-centred methods to improve patient experiences, clinical services and health-system innovation.

2011
Design Methods & Design Thinking

Swinburne Design Factory opens

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Swinburne Design began its Industry Placement program in the 1970s, and in 2011 year opened the Swinburne Design Factory in collaboration with Aalto University of Helsinki, Finland. Design Factory Melbourne brings together students, research leaders, industry partners and entrepreneurs to solve complex problems, generate innovative solutions and forecast future scenarios. It also provides an interdisciplinary platform for industry-engaged research. The collaboration hub brings end-users, students and researchers together for the early stages of product, and service development to experiment with concepts and their potential value. DFM fosters innovation culture at the Swinburne Innovation Precinct, as well as in collaboration with other Swinburne initiatives such as the Factory of the Future and the Centre for Design Innovation. It plays a key role in developing partnerships across Swinburne’s Research Institutes and Centres, and builds lasting relationships with external organisations. Design Factory Melbourne has delivered 100+ interdisciplinary industry projects, with 80+ partners, across diverse sectors including numerous national and international collaborations. Partners can be an organisation of any size or type, ranging from corporate to government to not-for-profit. The Design Factory Global Network consists of 30+ factories across the world. Design Factory Melbourne’s program also includes collaboration with the Stanford ME310/SUGAR Network and is founder of the Challenge Based Innovation Program A³ in partnership with IdeaSquare at CERN, to accelerate ideas through collaboration, research and development prototyping, and experimental innovation. https://www.artandeducation.net/announcements/109558/fluxus-reader-free-digital-edition www.swinburne.edu.au/design https://www.swinburne.edu.au/research/facilities-equipment/design-factory-melbourne/

January 27, 2011
Design Methods & Design Thinking

Exposing the Magic of Design: A Practitioner's Guide by Jon Kolko

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As the world deals with increasing complexity -- in issues of sustainability, finance, culture and technology -- business and governments are searching for a form of problem solving that can deal with the unprecedented levels of ambiguity and chaos. Traditional "linear thinking" has been disparaged by the popular media as being inadequate for dealing with the global economic crisis. Standard forms of marketing and product development have been rejected by businesses who need to find a way to stay competitive in a global economy. Yet little has been offered as an alternative. It is not enough to demand that someone "be more innovative" without giving him the tools to succeed. Design synthesis is a way of thinking about complicated, multifaceted problems of this scale with a repeatable degree of success. Design synthesis methods can be applied in business, with the goal of producing new and compelling products and services, and they can be applied in government, with the goal of changing culture and bettering society. In both contexts, however, there is a need for speed and for aggressive action. This text is immediately relevant, and is more relevant than ever, as we acknowledge and continually reference a feeling of an impending and massive change. Simply, this text is intended to act as a practitioner's guide to exposing the magic of design. Published January 27th 2011 by Oxford University Press, USA https://www.goodreads.com/book/show/9634007-exposing-the-magic-of-design ISBN: 0199744335

2011
Design Methods & Design Thinking

Design Thinking : Understand, Improve, Apply by Plattner, Meinel and Leifer

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“Everybody loves an innovation, an idea that sells.“ But how do we arrive at such ideas that sell? And is it possible to learn how to become an innovator? Over the years Design Thinking – a program originally developed in the engineering department of Stanford University and offered by the two D-schools at the Hasso Plattner Institutes in Stanford and in Potsdam – has proved to be really successful in educating innovators. It blends an end-user focus with multidisciplinary collaboration and iterative improvement to produce innovative products, systems, and services. Design Thinking creates a vibrant interactive environment that promotes learning through rapid conceptual prototyping. In 2008, the HPI-Stanford Design Thinking Research Program was initiated, a venture that encourages multidisciplinary teams to investigate various phenomena of innovation in its technical, business, and human aspects. The researchers are guided by two general questions: 1. What are people really thinking and doing when they are engaged in creative design innovation? How can new frameworks, tools, systems, and methods augment, capture, and reuse successful practices? 2. What is the impact on technology, business, and human performance when design thinking is practiced? How do the tools, systems, and methods really work to get the innovation you want when you want it? How do they fail? In this book, the researchers take a system’s view that begins with a demand for deep, evidence-based understanding of design thinking phenomena. They continue with an exploration of tools which can help improve the adaptive expertise needed for design thinking. The final part of the book concerns design thinking in information technology and its relevance for business process modeling and agile software development, i.e. real world creation and deployment of products, services, and enterprise systems.

2011
Systems Thinking

Systems Thinking and Design Thinking Converge

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Scholars increasingly explore links between systems design and human-centred innovation.

July 1, 2011
Management & Strategy

Designing for Growth : A Design Thinking Tool Kit for Managers by Liedtka and Ogilvie

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Jeanne Liedtka and Tim Ogilvie educate readers in one of the hottest trends in business: "design thinking," or the ability to turn abstract ideas into practical applications for maximal business growth. Liedtka and Ogilvie cover the mind-set, techniques, and vocabulary of design thinking, unpack the mysterious connection between design and growth, and teach managers in a straightforward way how to exploit design's exciting potential. Exemplified by Apple and the success of its elegant products and cultivated by high-profile design firms such as IDEO, design thinking unlocks creative right-brain capabilities to solve a range of problems. This approach has become a necessary component of successful business practice, helping managers turn abstract concepts into everyday tools that grow business while minimizing risk. ISBN13: 9780231158381 Publisher Columbia University Press

2011
Management & Strategy

Designing for Growth — Jeanne Liedtka & Tim Ogilvie

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Connected design thinking with management tools.

December 7, 2011
Service Design

This is Service Design Thinking: Basics, Tools, Cases by Stickdorn and Schneider

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How to design and market services to create outstanding customer experiences. Service design thinking is the designing and marketing of services that improve the customer experience, and the interactions between the service providers and the customers. If you have two coffee shops right next to each other, and each sell the exact same coffee at the exact same price, service design is what makes you walk into one and not the other. Maybe one plays music and the other doesn't. Maybe one takes credit cards and the other is cash only. Maybe you like the layout of one over the other, or one has more comfortable seating. Maybe the staff at one is friendlier, or draws fun shapes on the top of their lattes. All of these nuances relate to service design.

2011
Service Design

This is Service Design Thinking — Stickdorn & Schneider

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Landmark service design publication.

2011
Entrepreneurship

The Lean Startup — Eric Ries

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Popularised experimentation and validated learning.

2012
Design Methods & Design Thinking

101 Design Methods — Vijay Kumar

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Comprehensive collection of innovation methods.

2012
Human-Centred Design & UX

Lean UX Emerges

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Design and agile communities increasingly integrate user-centred research with iterative delivery.

2012
Creativity & Innovation

Design for Behaviour Change Expands

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Behavioural science increasingly informs service and experience design.

May 16, 2012
Social Innovation & Public Policy

Ezio Manzini speaks on Creative Communities and Sustainable Qualities

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As Professor of Industrial Design at Milan Polytechnic, Ezio has shifted his focus to examine design's role in changing systems. During his visit to Vancouver and Toronto, Ezio spoke about creative communities and the qualities that make them sustainable. https://vimeo.com/42288455

September 3, 2013
Design Methods & Design Thinking

Solving Problems with Design Thinking by Jeanne Liedtka, Andrew King, Kevin Bennett

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Ten Stories of What Works Design-oriented firms such as Apple and IDEO have demonstrated how design thinking can directly affect business results. Yet most managers lack a real sense of how to put this new approach to use for issues other than product development and sales growth. Solving Problems with Design Thinking details ten real-world examples of managers who successfully applied design methods at 3M, Toyota, IBM, Intuit, and SAP; entrepreneurial start-ups such as MeYou Health; and government and social sector organizations including the City of Dublin and Denmark's The Good Kitchen. Using design skills such as ethnography, visualization, storytelling, and experimentation, these managers produced innovative solutions to problems concerning strategy implementation, sales force support, internal process redesign, feeding the elderly, engaging citizens, and the trade show experience. Here they elaborate on the challenges they faced and the processes and tools they used, offering their personal perspectives and providing a clear path to implementation based on the principles and practices laid out in Jeanne Liedtka and Tim Ogilvie's Designing for Growth: A Design Thinking Tool Kit for Managers. ISBN: 9780231163569

2013
Design Methods & Design Thinking

Design Thinking and Agile Begin Converging

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Organisations increasingly combined customer-centred design with iterative software development, connecting discovery, prototyping, delivery and continuous learning.

2013
Design Methods & Design Thinking

Solving Problems with Design Thinking — Liedtka & Ogilvie

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Practical toolkit for innovation in organisations.

November 5, 2013
Human-Centred Design & UX

The Design of Everyday Things by Don Norman

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Even the smartest among us can feel inept as we fail to figure out which light switch or oven burner to turn on, or whether to push, pull, or slide a door. The fault, argues this ingenious,even liberating,book, lies not in ourselves, but in product design that ignores the needs of users and the principles of cognitive psychology. The problems range from ambiguous and hidden controls to arbitrary relationships between controls and functions, coupled with a lack of feedback or other assistance and unreasonable demands on memorization. The Design of Everyday Things shows that good, usable design is possible. The rules are simple: make things visible, exploit natural relationships that couple function and control, and make intelligent use of constraints. The goal: guide the user effortlessly to the right action on the right control at the right time.In this entertaining and insightful analysis, cognitive scientist Don Norman hails excellence of design as the most important key to regaining the competitive edge in influencing consumer behaviour. Now fully expanded and updated, with a new introduction by the author, The Design of Everyday Things is a powerful primer on how,and why,some products satisfy customers while others only frustrate them.

October 15, 2013
Creativity & Innovation

Creative Confidence by David Kelley & Tom Kelley

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IDEO founder and Stanford d.school creator David Kelley and his brother Tom Kelley, IDEO partner and the author of the bestselling The Art of Innovation, have written a powerful and compelling book on unleashing the creativity that lies within each and every one of us. Too often, companies and individuals assume that creativity and innovation are the domain of the “creative types.” But two of the leading experts in innovation, design, and creativity on the planet show us that each and every one of us is creative. https://www.creativeconfidence.com/buy/

2013
Creativity & Innovation

Open Innovation Becomes Mainstream

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Collaborative innovation models encourage organisations to engage stakeholders beyond firm boundaries.

2013
Management & Strategy

Playing to Win — Lafley & Martin

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Applied strategic thinking through structured choices.

2013
Management & Strategy

The End of Competitive Advantage — Rita McGrath

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Argued for adaptive strategy in changing environments.

2014
Design Methods & Design Thinking

Design Sprint Methodology Developed at Google Ventures

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Structured approaches to rapid prototyping and testing gain widespread attention.

2014
Entrepreneurship

Value Proposition Design — Osterwalder et al.

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Expanded customer-centred business design.

2014
Social Innovation & Public Policy

Human-Centred Innovation Expands in Social Impact

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Design thinking was increasingly applied to complex social and development challenges through participatory research, co-design and iterative experimentation.

2015
Design Methods & Design Thinking

Design Thinking Becomes Embedded Across Sectors

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Design thinking approaches became widely used across education, healthcare, government, social innovation and corporate transformation initiatives around the world.

March 1, 2015
Creativity & Innovation

Frame Innovation: Create New Thinking by Design by Kees Dorst

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How organizations can use practices developed by expert designers to solve today's open, complex, dynamic, and networked problems. When organizations apply old methods of problem-solving to new kinds of problems, they may accomplish only temporary fixes or some ineffectual tinkering around the edges. Today's problems are a new breed—open, complex, dynamic, and networked—and require a radically different response. In this book, Kees Dorst describes a new, innovation-centered approach to problem-solving in organizations: frame creation. It applies “design thinking,” but it goes beyond the borrowed tricks and techniques that usually characterize that term. Frame creation focuses not on the generation of solutions but on the ability to create new approaches to the problem situation itself. ISBN: 9780262324311 https://mitpress.mit.edu/books/frame-innovation

May 25, 2015
Creativity & Innovation

Insight Out: Getting Ideas Out of Your Head and Into the World by Tina Seelig

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What if there were a clear set of instructions to help you bring your best ideas to life As with a recipe, you could take a compelling idea and with concrete steps, transform it into something extraordinary. As a professor at Stanford University, Tina Seelig has dedicated her career to teaching the practice of moving from imagination to implementation. In Insight Out, she welcomes you into her classroom and crisply defines the core concepts of imagination, creativity, innovation, and entrepreneurship, presenting an elegant and much-needed model she calls the "Invention Cycle." This new approach enables you to see obstacles as opportunities, inspire others to share your vision, and ultimately bring more ideas to fruition.

March 30, 2015
Management & Strategy

The Designful Company: How to Build a Culture of Nonstop Innovation by Marty Neumeier

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“The complex business problems we face today can’t be solved with the same thinking that created them,” says author Marty Neumeier in this entertaining and original read. Instead, he says, we need to start from a place outside traditional business thinking. In an era of fast-moving markets and leap-frogging innovations, we can no longer “decide” the way forward. Today we have to “design” the way forward—or risk ending up in the fossil layers of business history. This is the third in the author’s bestselling series of “whiteboard overviews.” In his first, THE BRAND GAP, he addressed the gulf between business strategy and customer experience. In his second, ZAG, he explored the number-one strategy of high-performance brands. In the third, THE DESIGNFUL COMPANY, he shows how design thinking can build a culture of nonstop innovation. “If you wanna innovate,” he says, “you gotta design.” ISBN: 9780321648815 https://www.booktopia.com.au/the-designful-company-marty-neumeier/ebook/9780321648815.html

2015
Social Innovation & Public Policy

Ezio Manzini publishes 'Design, When Everybody Designs'

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Design, When Everybody Designs by Ezio Manzini is a timely, provocative, and essential read for all those that are engaged in or are affected by design and design processes—in other words, all of us. Whether one is an elite designer, a grassroots activist, a design educator, or a bureaucratic or corporate decision maker, Ezio Manzini challenges us all to rethink the role of design and that of the 'designers' in contemporary society. He wants us to reimagine design's relationship to addressing social innovation and building a sustainable and resilient culture. To say it is must-reading is an understatement–it is a clarion call for a conversation to be launched to rethink what is normal and what ought to be. https://mitpress.mit.edu/books/design-when-everybody-designs

2015
Social Innovation & Public Policy

UN Sustainable Development Goals Adopted

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The SDGs create a global framework for addressing complex interconnected challenges.

2016
Design Methods & Design Thinking

Stefanie Di Russo - PhD - Understanding the behaviour of design thinking in complex environments

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Dr Stefanie Di Russo published PhD. The primary research question that will direct this research investigation is, What is the behavior of design thinking in complex environments? The nature of this thesis is exploratory. The objective of the research is to contribute empirical evidence on the behavior and effectiveness of design thinking for tackling problems in complex environments. This thesis aims to make three contributions: first, it seeks to identify and explore the history and evolution of design thinking to date, synthesizing common definitions. Second, it seeks to contribute empirical evidence on the behavior of design thinking in highly complex environments. Third, the investigation aims to explain the underlying mechanisms that enable emergent behaviors to occur in the design process, contributing knowledge and understanding on how to apply design thinking in complex environments. Research into the practical implications on the way a designerly approach addresses, manages and shapes problems in complex environments is crucial to advancing both design thinking and society. This research will explore the behavior of design thinking as it tackles complex problems and examine how design thinking shapes, and is being shaped, by complex environments. https://researchbank.swinburne.edu.au/file/a312fc81-17d3-44b5-9cc7-7ceb48c7f277/1/Stefanie%20Di%20Russo%20Thesis.pdf

2016
Design Methods & Design Thinking

Design Thinking in Action (DTIA)

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Started in 2016, DTIA is Asia’s first platform that brings together thought leaders, educators and practitioners in Design Thinking as a community. Each year in an invite-only event, DTIA brings together the world’s best design thinkers in personal capacity over a weekend, to discuss critical trends and challenges in the field across multiple dimensions, and envision the future of Design Thinking in Asia. https://dtinaction.org

September 20, 2016
Design Methods & Design Thinking

Designing Your Life by Bill Burnett and Dave Evans

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Designers create worlds and solve problems using design thinking. Look around your office or home--at the tablet or smartphone you may be holding or the chair you are sitting in. Everything in our lives was designed by someone. And every design starts with a problem that a designer or team of designers seeks to solve. In this book, Bill Burnett and Dave Evans show us how design thinking can help us create a life that is both meaningful and fulfilling, regardless of who or where we are, what we do or have done for a living, or how young or old we are. The same design thinking responsible for amazing technology, products, and spaces can be used to design and build your career and your life, a life of fulfillment and joy, constantly creative and productive, one that always holds the possibility of surprise.

March 8, 2016
Design Methods & Design Thinking

Sprint: How to Solve Big Problems and Test New Ideas by Jake Knapp

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From three partners at Google Ventures, a unique five-day process for solving tough problems, proven at more than a hundred companies. Entrepreneurs and leaders face big questions every day: What's the most important place to focus your effort, and how do you start? What will your idea look like in real life? How many meetings and discussions does it take before you can be sure you have the right solution? Now there's a surefire way to answer these important questions: the sprint. Designer Jake Knapp created the five-day process at Google, where sprints were used on everything from Google Search to Google X. He joined Braden Kowitz and John Zeratsky at Google Ventures, and together they have completed more than a hundred sprints with companies in mobile, e-commerce, healthcare, finance, and more. A practical guide to answering critical business questions, Sprint is a book for teams of any size, from small startups to Fortune 100s, from teachers to nonprofits. It's for anyone with a big opportunity, problem, or idea who needs to get answers today.

2016
Human-Centred Design & UX

Human-Centred Design Toolkit Widely Adopted

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NGOs, governments and educational institutions increasingly use structured design methodologies.

2017
Design Methods & Design Thinking

Maria Camacho interviews David Kelley: From Design to Design Thinking

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David Kelley is the founder of the Stanford d.schoo - the Hasso Plattner Institute of Design at Stanford University. He is also founder and chairman of IDEO, the renowned global design company. In this conversation with Maria Camacho, Kelley discusses design and design thinking as he and his colleagues put them into practice at Stanford d.school and at IDEO. https://schoolofdesignthinking.echos.cc/blog/2017/06/david-kelley-from-design-to-design-thinking-at-stanford-and-ideo/

2017
Systems Thinking

Systems Design Gains Momentum

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Growing recognition that complex societal issues require design thinking to work alongside systems approaches, long-term perspectives and multi-stakeholder collaboration.

October 6, 2017
Social Innovation & Public Policy

Design Thinking for the Greater Good : Innovation in the Social Sector by Liedtka, Salzman and Azer

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Facing especially wicked problems, social-sector organizations are searching for powerful new methods to understand and address them. Design Thinking for the Greater Good goes in depth on both the how of using new tools and the why. As a way to reframe problems, ideate solutions, and iterate toward better answers, design thinking is already well established in the commercial world. Through ten stories of struggles and successes in fields such as health care, education, agriculture, transportation, social services, and security, the authors show how collaborative creativity can shake up even the most entrenched bureaucracies-and provide a practical roadmap for readers to implement these tools. The design thinkers Jeanne Liedtka, Randy Salzman, and Daisy Azer explore how major agencies like the Department of Health and Human Services and the Transportation and Security Administration in the United States, as well as organizations in Canada, Australia, and the United Kingdom, have instituted principles of design thinking. In each case, these groups have used the tools of design thinking to reduce risk and manage change, use resources more effectively, bridge the communication gap between parties, and manage the competing demands of diverse stakeholders. Along the way, they have improved the quality of their products and enhanced the experiences of those they serve. These strategies are accessible to analytical and creative types alike, and their benefits extend from an organization's executives to its lowest-level staffers. This book will help today's leaders and thinkers implement these practices in their own pursuit of creative solutions that are both innovative and achievable. ISBN13: 9780231179522 Publisher Columbia University Press

2017
Social Innovation & Public Policy

Circular Economy Design Expands

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Design increasingly addresses sustainability, regeneration and resource systems.

March 20, 2018
Design Methods & Design Thinking

Natasha Jen controversual talk at 99U titled 'Design Thinking is Bullsh*t'

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If Google Image search is your sole barometer, “design thinking uses just one tool: 3M Post-Its,” says Pentagram partner Natasha Jen. “Why did we end up with a single medium? Charles and Ray Eames worked in a complete lack of Post-It stickies. They learned by doing.” In her provocative 99U talk, Jen lobbies for the “Crit” over the “Post-It” when it comes to moving design forward. https://youtu.be/_raleGrTdUg

October 1, 2018 – October 3, 2018
Design Methods & Design Thinking

Design Sprint Conference (San Francisco)

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The Design Sprint Conference is a small format “unconference” style event, where leaders from the fields of Design Thinking and Innovation can come together for an open discussion about frameworks and methods from across the industry to share knowledge, evolve the methodology and expand their practice. https://designsprintkit.withgoogle.com/conference-2018/highlights/

August 1, 2018 – August 3, 2018
Design Methods & Design Thinking

Design Thinking Camp (Moscow)

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3 days of Design Thinking in Moscow. All the lectures will be in English with the simultaneous translation in Russian. https://en.lab-w.com/dtcamp2018

October 25, 2018 – October 26, 2018
Design Methods & Design Thinking

2nd Design Thinking Summit (Luxatia)

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Last year’s event gathered some of the leading design thinkers to Prague, to delve into topics such as Design Thinking and digital transformation, how to build corporate start-ups, driving business value through service design and data-driven design sprints. The 2018 edition will be moved to one of the main European design thinking hubs as the event will take place in Berlin. The summit will emphasize putting people into the center of corporate activities and embracing the human aspects of organizational development. Be sure to keep the dates free and make the most out of professional learning opportunities by joining us in Berlin! https://www.luxatiainternational.com/product/2nd-design-thinking-summit

May 4, 2018
Design Methods & Design Thinking

The Design Thinking Playbook by Lewrick, Link and Leifer

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A radical shift in perspective to transform your organization to become more innovative. The Design Thinking Playbook is an actionable guide to the future of business. By stepping back and questioning the current mindset, the faults of the status quo stand out in stark relief—and this guide gives you the tools and frameworks you need to kick off a digital transformation. Design Thinking is about approaching things differently with a strong user orientation and fast iterations with multidisciplinary teams to solve wicked problems. It is equally applicable to (re-)design products, services, processes, business models, and ecosystems. It inspires radical innovation as a matter of course, and ignites capabilities beyond mere potential. Unmatched as a source of competitive advantage, Design Thinking is the driving force behind those who will lead industries through transformations and evolutions. This book describes how Design Thinking is applied across a variety of industries, enriched with other proven approaches as well as the necessary tools, and the knowledge to use them effectively. Packed with solutions for common challenges including digital transformation, this practical, highly visual discussion shows you how Design Thinking fits into agile methods within management, innovation, and startups.

2018
Organisational Learning

Tim Brown brings Design Thinking to Tsinghua University, Beijing

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Tim Brown Executive Chair at IDEO, Vice Chair at kyu Collective I just returned from a trip to China and wanted to write down a few reflections. The week began with a visit to Tsinghua University in Beijing with whom we’ve partnered to develop a design-thinking curriculum, and ended with a stop at IDEO’s Shanghai studio. The people I met were mostly young entrepreneurial candidates for the design coursework. There’s an enormous entrepreneurial vein in China, and it’s not all about technology. I was interested to learn about the vast array of ideas they’re spinning up, from products and services to renewable energy to real estate to social entrepreneurship. The culture there is very commercial, but there was huge enthusiasm about how design could make them better business-builders. https://www.linkedin.com/pulse/bringing-design-thinking-china-tim-brown/

2018
Organisational Learning

Trust and Ethics Become Central Design Concerns

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Growing awareness of bias, privacy and unintended consequences influences design education and practice.

2018
Social Innovation & Public Policy

Leigh Heiss - PhD - Designing for human health

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Biography: I am a Melbourne-based designer and RMIT researcher working at the nexus of design, health, and technology. My practice traverses device, service and experience and my process is deeply collaborative, working with experts from nanotechnology, engineering and health services through to manufacturing. My health technology projects include jewellery to administer insulin through the skin for diabetics; biosignal sensing emergency jewellery; and swallowable devices to detect disease. I designed Facett, the world’s first self-fit modular hearing aid for profit-for-purpose company Blamey Saunders hears. The design process for Facett has been acquired into the Museums Victoria heritage collection and been exhibited globally. Facett has received many accolades including the 2018 Australian Good Design Award of the Year, the 2018 CSIRO Design Innovation Award, the Premier’s Design Award 2018 (Product Design), 3 Victorian Government iAwards and Melbourne Design Award. http://www.leahheiss.com/about

December 4, 2018
Social Innovation & Public Policy

IDEO launches Circular Design Guide

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Tim Brown, CEO of IDEO, explains the circular economy and why designers need to get involved. To learn how to start designing differently, visit the Circular Design Guide. Website: https://www.circulardesignguide.com YouTube: https://youtu.be/yAvkM7B7BBs

2018
Social Innovation & Public Policy

Ethics in Design Receives Greater Attention

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Growing concern about technology, privacy and social consequences influences design education and practice.

2018
AI and Emerging Futures

Design Thinking and Artificial Intelligence Intersect

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Practitioners increasingly explored how artificial intelligence could support research, synthesis, ideation and rapid prototyping while raising new human-centred and ethical questions.

October 24, 2019 – October 25, 2019
Design Methods & Design Thinking

RGD DesignThinkers (Toronto, ON)

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DesignThinkers is Canada's largest annual graphic design conference, connecting designers from around the world. Our speaker-led events in Toronto and Vancouver feature design leaders discussing the trends and work that are shaping the industry. https://designthinkers.com/Toronto.aspx

November 27, 2019 – November 28, 2019
Design Methods & Design Thinking

Design Thinking ASIA 2019

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Harnessing the Power of Human-Centred Design to Drive Business Innovation & Growth. Design thinking as an approach is constantly evolving in response to technological disruption, changing consumer behaviours and market conditions; prompting companies to seek out new strategies and solutions to stay ahead of the game. The 2nd Annual Design Thinking Asia Summit will gather the top minds across industries to discuss the opportunities and challenges surrounding design thinking and how it can be successfully implemented to further innovation and business competitiveness. https://www.cxnetwork.com/events-designthinkingasia/

May 28, 2019 – May 29, 2019
Design Methods & Design Thinking

RGD DesignThinkers (Vancouver, BC)

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DesignThinkers is Canada's largest annual graphic design conference, connecting designers from around the world. Our speaker-led events in Toronto and Vancouver feature design leaders discussing the trends and work that are shaping the industry. https://designthinkers.com/Van

July 3, 2019 – July 5, 2019
Design Methods & Design Thinking

Design Thinking Camp (Moscow, Russia)

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3 days of Design Thinking in Moscow. All the lectures will be in English with the simultaneous translation in Russian. https://en.lab-w.com/dtcamp2019

October 10, 2019 – October 11, 2019
Design Methods & Design Thinking

The Design Thinking Conference (Amsterdam)

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The Design Thinking Conference is an interactive and high-energy gathering of experienced design thinking practitioners from around the world. We offer a platform to share knowledge and further your understanding of what is driving the changes we all experience in today’s world. The Design Thinking Conference is not a traditional conference, but highly inspired by theatre. We have developed an experimental and exciting new format to challenge both the speakers (our actors) and the audience (supporting actors). A very non-traditional conference, this design thinking conference by DesignThinkers Academy is heavily influenced by the world of theater. There is a heavy focus on learning by doing in this conference. Fantastic & seasoned facilitators. https://www.designthinkingconference.com

February 21, 2019
Design Methods & Design Thinking

Understanding How Designers Think and Work by Nigel Cross

2019
Design Methods & Design Thinking

Design Thinking Matures Beyond Workshops

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Discussion increasingly shifted from isolated workshops toward implementation, organisational culture, capability building and measurable outcomes.

March 18, 2019 – March 22, 2019
Creativity & Innovation

Design Thinking and Innovation Week (London)

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An immersive programme for creative entrepreneurs, innovation directors and business owners – introducing you to London's most innovative businesses and uncovering the latest approaches to design thinking and innovation. https://futurelondonacademy.co.uk/en/course/design-thinking-and-innovation

April 30, 2019
Management & Strategy

The Designing for Growth Field Book : A Step-by-Step Project Guide by Liedtka and Ogilvie

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Designing for Growth: A Design Thinking Tool Kit for Managers (D4G) showed how organizations can use design thinking to boost innovation and drive growth. This updated and expanded companion guide is a stand-alone project workbook that provides a step-by-step framework for applying the D4G tool kit and process to a particular project, systematically explaining how to address the four key questions of the design thinking approach. In the field book, Jeanne Liedtka, Tim Ogilvie, and Rachel Brozenske guide readers through the design process with reminders of key D4G takeaways as they progress. Readers learn to identify an opportunity, draft a design brief, conduct research, establish design criteria, brainstorm, develop concepts, create napkin pitches, make prototypes, solicit feedback from stakeholders, and run learning launches. This second edition is suitable for projects in business, nonprofit, and government contexts, with all-new tools, practical advice, and facilitation tips. A new introduction discusses the relationship between strategy and design thinking. ISBN13: 9780231187893 Publisher Columbia University Press

2019
Organisational Learning

Design Thinking Faces Critical Reflection

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Scholars and practitioners increasingly examine limitations, misuse and oversimplification of design thinking.

December 31, 2019 – 2020
Social Innovation & Public Policy

COVID-19 first identified

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The COVID-19 pandemic created urgent global disruption. During 2020, organisations rapidly redesigned products, services, workplaces and learning experiences, demonstrating the importance of adaptation, experimentation and human-centred innovation.

2020s

2020
Design Methods & Design Thinking

Maria Camacho - PhD - An Integrative Model of Design Thinking

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Dr Maria Camacho publishes PhD. Design thinking is a design-based approach to solving complex problems and creating innovative products and services. This study addresses the confusion arising from multiple versions of design thinking and it contradicts the frequent criticism of superficiality. Interviews with twelve global experts unearthed the deep and complementary foundations of design thinking, proposing an integrative model of design thinking. The model argues that three fundamental principles determine design thinking. These are creation-based, human-centred and system-oriented. Complementary actions and dynamics complete the model. Understanding the common foundations of design thinking enables us to better face today's complex problems. https://www.academia.edu/42166534/An_Integrative_Model_of_Design_Thinking

2020
Design Methods & Design Thinking

Stanford Global Design Thinking Symposium (4 - 5 November)

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Stanford Center for Innovation and Design Research Stanford Center for Innovation and Design Research (SCIDR) is a global community of scholars and practitioners focused on the cultural aspects of design thinking. Our research focuses on the key aspects of business innovation and how design thinking fosters innovation in different cultures. In this symposium, we plan to gather various attendees from Stanford affiliated faculty, academic partners worldwide, and corporate partners, incorporating different cultural perspectives that increase the chances of breakthrough innovation. Through our center, we aim to develop a community bridging a variety of social entities across countries and disciplines. 4 - 5 November 2020 https://www.dinno-symposium.com

September 14, 2020 – September 16, 2020
Design Methods & Design Thinking

Design Thinking Virtual Summit (Australia)

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Over the years, we have noticed Design Thinking become a widespread way of thinking that has seen many organisations work through a customer-centric approach. In 2016 key organistions were investing over $100 million to implement this way of working across their organisation. Today in 2020 it has become the focus for many designers with proven success.That being said, we are far from a universal consensus on the core principles of design thinking, the best practice for implementation as well as gaining leadership buy-in. Due to the disruptive wave we've experienced in 2020, the 6th edition of Design Thinking Australia will be delivered 100% online! https://www.customercontactweekdigital.com/events-designthinking/

March 27, 2020
Design Methods & Design Thinking

The Design Thinking Toolbox by Lewrick, Link and Leifer

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A practical guide to make innovation happen The Design Thinking Toolbox explains the most important tools and methods to put Design Thinking into action. Based on the largest international survey on the use of design thinking, the most popular methods are described in four pages each by an expert from the global Design Thinking community. If you are involved in innovation, leadership, or design, these are tools you need. Simple instructions, expert tips, templates, and images help you implement each tool or method. Quickly and comprehensively familiarize yourself with the best design thinking tools Select the appropriate warm-ups, tools, and methods Explore new avenues of thinking Plan the agenda for different design thinking workshops Get practical application tips The Design Thinking Toolbox help innovators master the early stages of the innovation process. It’s the perfect complement to the international bestseller The Design Thinking Playbook.

2020
Design Methods & Design Thinking

Bernard Roth - d.school design thinking model

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Considered an expert and interviewed by Dr Maria Camacho in completion of her PhD thesis titled: An Integrative Model of Design Thinking http://hdl.handle.net/1959.3/453792

2020
Design Methods & Design Thinking

Anders Skoe - Problem solving model

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Considered an expert and interviewed by Dr Maria Camacho in completion of her PhD thesis titled: An Integrative Model of Design Thinking http://hdl.handle.net/1959.3/453792

2020
Design Methods & Design Thinking

Larry Leifer - Design Thinking

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Considered an expert and interviewed by Dr Maria Camacho in completion of her PhD thesis titled: An Integrative Model of Design Thinking http://hdl.handle.net/1959.3/453792

2020
Design Methods & Design Thinking

Paul Hekkert - Vip Vision in Design

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Considered an expert and interviewed by Dr Maria Camacho in completion of her PhD thesis titled: An Integrative Model of Design Thinking http://hdl.handle.net/1959.3/453792

2020
Design Methods & Design Thinking

David Kelley - Design Thinking model

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Considered an expert and interviewed by Dr Maria Camacho in completion of her PhD thesis titled: An Integrative Model of Design Thinking http://hdl.handle.net/1959.3/453792

2020
Design Methods & Design Thinking

Richard Buchanan - Four Orders of Design

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Considered an expert and interviewed by Dr Maria Camacho in completion of her PhD thesis titled: An Integrative Model of Design Thinking http://hdl.handle.net/1959.3/453792

2020
Design Methods & Design Thinking

Marco Steinberg - Helsinki Design Lab model

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Considered an expert and interviewed by Dr Maria Camacho in completion of her PhD thesis titled: An Integrative Model of Design Thinking http://hdl.handle.net/1959.3/453792

2020
Design Methods & Design Thinking

Tua Björklund, Miko Laakso, Paivi Oinonen and Viljami Lyytikäinen

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Aalto Design Factory (ADF), Design Factory Global Network (DFGN). Considered experts and interviewed by Dr Maria Camacho in completion of her PhD thesis titled: An Integrative Model of Design Thinking. http://hdl.handle.net/1959.3/453792

2020
Human-Centred Design & UX

Donald Norman - The design of everyday things

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Considered an expert and interviewed by Dr Maria Camacho in completion of her PhD thesis titled: An Integrative Model of Design Thinking http://hdl.handle.net/1959.3/453792

September 9, 2020 – September 11, 2020
Creativity & Innovation

Design Thinking Virtual Experience (John Maeda)

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After careful consideration, Design Thinking 2020 is going 100% Virtual. The health, safety and well-being of our attendees, partners and employees is paramount, and this is the only action that is within our power in order to make sure you remain healthy and safe during these uncertain times. The great news: Design Thinking Virtual Experience (VX) is fully translated into a virtual environment where you can take full advantage of the event’s offerings that our Design Thinkers are used to seeing onsite. https://www.designinnovationglobal.com/events-design-thinking/

2020
Creativity & Innovation

Kees Dorst - Framing Innovation

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Considered an expert and interviewed by Dr Maria Camacho in completion of her PhD thesis titled: An Integrative Model of Design Thinking http://hdl.handle.net/1959.3/453792

2020
Creativity & Innovation

Remote Collaboration Accelerates

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Virtual workshops, online whiteboards and distributed innovation practices rapidly expand worldwide.

2020
Management & Strategy

Roger Martin - The design of business

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Considered an expert and interviewed by Dr Maria Camacho in completion of her PhD thesis titled: An Integrative Model of Design Thinking http://hdl.handle.net/1959.3/453792

March 1, 2020
Social Innovation & Public Policy

Health Design Thinking by Bon Ku and Ellen Lupton

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Applying the principles of human-centered design to real-world health care challenges, from drug packaging to early detection of breast cancer. This book makes a case for applying the principles of design thinking to real-world health care challenges. As health care systems around the globe struggle to expand access, improve outcomes, and control costs, Health Design Thinking offers a human-centered approach for designing health care products and services, with examples and case studies that range from drug packaging and exam rooms to internet-connected devices for early detection of breast cancer. Written by leaders in the field—Bon Ku, a physician and founder of the innovative Health Design Lab at Sidney Kimmel Medical College, and Ellen Lupton, an award-winning graphic designer and curator at Cooper Hewitt Smithsonian Design Museum—the book outlines the fundamentals of design thinking and highlights important products, prototypes, and research in health design. https://mitpress.mit.edu/books/health-design-thinking Copublished with Cooper Hewitt, Smithsonian Design Museum ISBN: 9780262539135

2020
Social Innovation & Public Policy

Christian Bason - Public Design

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Considered an expert and interviewed by Dr Maria Camacho in completion of her PhD thesis titled: An Integrative Model of Design Thinking http://hdl.handle.net/1959.3/453792

2021
Organisational Learning

Hybrid Work Redefines Organisational Design

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The rise of hybrid work creates new challenges for collaboration, learning and experience design.

2021
Technology & Computing

Hybrid and Digital Experience Design Expands

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Pandemic conditions accelerated attention to hybrid work, digital services and digitally mediated customer, employee and learner experiences.

2022
AI and Emerging Futures

Generative AI Changes Ideation Practices

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Widely accessible generative AI tools began influencing creativity, content generation, research and innovation workflows, reshaping how ideas could be explored and prototyped.

2022
AI and Emerging Futures

AI-Assisted Ideation Enters Mainstream Practice

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Tools such as generative AI begin influencing research, ideation, synthesis and prototyping workflows.

2024
AI and Emerging Futures

Human-AI Collaboration Becomes a Major Research Theme

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Researchers explore how human judgement, creativity and empathy can be combined with AI capabilities.