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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Next-Gen design thinking. Using Project-based and Game-oriented approaches to support creativity and innovation</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Victor Taratukhin</string-name>
          <email>victor.taratukhin@ercis.uni-muenster.de</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Natalia Pulyavina</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Joerg Becker</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Stanford University, USA and Plekhanov Russian University of Economics</institution>
          ,
          <country country="RU">Russia</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Muenster</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Muenster, Germany and Higher School of Economics</institution>
          ,
          <country country="RU">Russia</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this paper, we would like to share the experience of using Design thinking methodology in the university classroom to boost a creativity process. This paper explores the current developments in the field of Design Thinking, provides future directions of Design thinking, aka Next-Gen Design thinking approach. Finally, we will review a successful case study on how universities plan to implement Design thinking strategies to support project-based education of graduate students, will provide the analysis of Academia Industry-sponsored Design thinking projects.</p>
      </abstract>
      <kwd-group>
        <kwd>Creativity</kwd>
        <kwd>Design thinking</kwd>
        <kwd>Next-Gen Design thinking</kwd>
        <kwd>Projectbased learning</kwd>
        <kwd>Games</kwd>
        <kwd>Prototyping</kwd>
        <kwd>Innovation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        There are numerous approaches to study and support creativity. From our
understanding, despite other factors, creativity is strongly related to corporate culture, team
coordination, social factors. The detailed study of the integrative approach to creativity
presented Mark Runco [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Another approach to Creativity and Design introduced by
Donald Norman in his book Emotional Design [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Emotional Design is a crucial
element when generating ideas for human-centered opportunities discussed in detail
and prove to be extremely useful. Unfortunately, understanding of creativity and
innovation will require a better understanding of practical oriented method and
experimental prototyping. A recent study of Harvard Business Review [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] discusses a
creating of a culture of experimentation, the importance of cultivating curiosity, and to
active use of experimentation platforms. It is imperative to test the idea to realize the
transformative power of experimentation fully. Such an approach is a key to the
Stanford Design method approach, aka Design thinking.
      </p>
      <p>
        Design thinking methodology is a useful tool for addressing "wicked problems"
that do not have simple, clear answers [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ][
        <xref ref-type="bibr" rid="ref3">3</xref>
        ][
        <xref ref-type="bibr" rid="ref8">8</xref>
        ][
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] Although the design-thinking
approach is not a new concept and has been around for many years [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], it has
recently gained fantastic popularity as companies have realized its value.
      </p>
      <p>
        Design Thinking is an approach that aims at creating innovative ideas that solve
customer-defined problems and therefore considers the customer's needs and
expectations throughout the whole product development cycle. Namely, Design Thinking
represents a means of investigation that heavily relies on understanding how the
result of the design exercise will be used. While traditional development approaches
follow a procedural method of different sequential phases, Design Thinking
(Stanford d.school version) [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ][
        <xref ref-type="bibr" rid="ref18">18</xref>
        ][
        <xref ref-type="bibr" rid="ref21">21</xref>
        ][
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] allows to move between the various steps and
as a result, enables to deliver human-centered solutions for a given problem in a
structured form, thereby following six iterative stages: (1) to observe the user, to
empathize user needs (2) define the problem; (3) generate ideas to solve the issue
taking into consideration the actual user behavior; (4) built a prototype; and (5) test
the prototype. The design thinking stages (Stanford d.school) is presented below
(Fig 1).
      </p>
      <p>Fig 1. Design thinking process (Stanford d.school)
2</p>
    </sec>
    <sec id="sec-2">
      <title>Next-Gen design thinking</title>
      <p>Next-Gen Design thinking approach is to extend the human-centered focus of
traditional Design Thinking to include new tools that enable deep insight into where
companies and organizations have come from, that they might act and innovate to be
ready for uncertain futures. Traditional Design Thinking is well conceived as
humancentered, as a way of delivering deep insight into people's needs and wants,
reconciling these with business feasibility and technological viability, to deliver successful
innovation. Next-Gen Design Thinking augments and expands the scope of Design
Thinking with a broader perspective on the human and cultural components to
innovation, creativity, and strategic decision making with tools to implement this more
comprehensive perspective.</p>
      <p>
        At the methodology level, the Next-Gen Design thinking is further development of
Design thinking (aka Stanford Design Method), based on significant new
understanding of Ideation and Prototyping stages, novel approach of use storyboards (for
example SAP Scenes) and finally Gamification approach [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ][
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] as a possible
way to improve learning motivation and engagement specifically for
millennials and post-millennials students. According to primatologists and anthropologists
research, play behavior is based on a peaceful society. Many bonding rituals are
rooted in play[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] laying games help to bond communities, open mind, and ideate.
      </p>
      <p>
        During Design thinking stages, is it very efficient to use of IDEO methods cards
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], NOVA tool [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], Tangible Business Processes Modelling tool (TBPM) [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], and
other approaches to support Design thinking approach [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ][
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        SAP Scenes [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ][
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] is another excellent example of free of charge available tool
and a method developed by SAP AppHaus Heidelberg to create storyboards about
products and services. The Scenes Basic Set includes generic illustrations that can be
adapted to a wide variety of use-cases but has a limited industrial specific. It is why
SAP AppHaus decided to create Scenes add-ons - a set with additional illustrations
focusing on a particular topic or Industry. We want to stress that the storyboard
method is a compelling approach for understanding the problem, to move to the Ideation
stage of Design Thinking, and to create and analyses different scenarios. Such an
approach is also much applicable for management education projects that will allow
sharing student's ideas with industry sponsors. The authors implemented SAP Scenes
as part of the EMBA teaching process as well to train Masters in Business Informatics
in one or two days of teaching modules. Scenes include a set of pre-defined
illustrations that can be physically or digitally combined in stages to create a visual story and
presented below (Fig 2).
      </p>
      <p>Fig 2. Use of SAP Scenes for Ideation and Prototyping</p>
      <p>
        Harmonization of current game-oriented software-based approaches for a better
understanding of business processes [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] and physical card/storyboards such as SAP
Scenes method can be a very effective way of bringing management education in
Innovations to the new level. We use a hybrid approach specifically for MBA,
EMBA, and MSc in Information Systems students they are very much capable of
dealing with mobile apps as part of day to day business, and physical cards are a great
tool to create a tangible experience. In fact, tangible experience is an essential
ingredient for successful Design thinking management education. Below, some examples
of storyboards cards and games (Fig 3).
      </p>
      <p>Fig 3. Business storyboard cards and games.</p>
      <p>
        Further, the ideas selected during the Design thinking process are embodied in
prototypes. Prototyping is an important, iterative process. In the course of it, one can
generate new ideas, improve old ones, get a vision of the problem, and to find a
possible solution. A prototype can be everything that can interact with: physical
prototypes, including previously mentioned storyboards/games/sets; software prototypes;
sketches on paper; role scenarios, etc. Specifically, MBA and EMBA students, it is
essential to show the critical difference between Marketing studies methods
(customer-oriented elements) and Design thinking as (human-centered and prototype
oriented), to stress the importance of prototyping stage for not only for physical product but
also for service design [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ].
      </p>
      <p>Prototyping tools examples are presented below.</p>
      <p>Specific attention to Ideation (storyboards implementation) and Prototyping stages
of Design thinking, the overall the Future Design thinking process is also required a
better understanding of how people and new technologies will change the way people
and computers will interact, to structure the successful Design thinking project.</p>
      <p>
        It is also essential to pay specific attention to the way how to structure project
teams, how to use team members with managerial, engineering, liberal arts
backgrounds as one team. It is exceptionally very important to create a strong empathy
across team members. Empathy - the ability to look at the world through the eyes of
other people, to understand their needs, desires, and the tasks they face. In other
words, Empathy is the necessity to understand, so to speak, the vocabulary of people,
because in this way the respect is shown to them-it shows that they are expressed in
one language [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. That is why it is also essential to have an interdisciplinary team of
students with diverse educational and cultural backgrounds.
      </p>
      <p>The next part will stress the importance of a Project-based approach to education,
using the current Stanford ME310 Project as an example.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Project-based approach. Stanford ME310 course</title>
      <p>Stanford ME310 course is a great example when two teams: US University - Stanford
and International University (or Universities) will need to work together and to
deliver the results for Industry partners. For today, Universities from USA, Germany,
Switzerland, France, Austria, Japan, China, Latin America are part of the ME310
community. It is a unique opportunity to work on real challenges from Industry.</p>
      <p>Stanford ME310 project has length nine months, graduate-level only (Engineering,
Management and IT, Master level students), and provided significant intercultural
experience for participants.</p>
      <p>As the results, project-based learning is an integral part of the whole studying
process as while correctly working at the project, and the students gain skills in solving
the critical practical tasks, get the knowledge and skills, which can be used in further
educational and professional activity. In our case, we will review the current Project
Stanford ME 310З project, sponsored by the consortium of Austrian companies and
SAP SE. Seven students (MBA program, Engineering, Business Informatics
backgrounds) from Stanford University, Vienna University of Technology, and University
of Muenster are engaged in the research on the future of workspace. One solution
students plan to explore first is the use of a virtual reality environment for a better
understanding of a user creates and specifies the space, furniture, and services desired.
The overall product vision is a platform that can easily match people's "dream"
environment with existing offerings. Platform users can find out things that were not
previously planned in this process as well. Space, appliance, and service providers then
learn with the user what the user wants and provide AI-powered tools to help the user
with the build. After the virtual environment is created, a database for existing
settings will be searched, and a few closest matches will be provided for the user to
choose from.</p>
      <p>Project is possible next steps include getting data for existing spaces and services
from industry partners, prototyping VR devices for usability, and doing more
integration testing. As a result, the aim is to build a platform for next-generation
residential/office developers and service providers to engage potential users quickly, and for
customers to have a perfect journey creating and accessing the dream environment.</p>
      <p>While the project is still in progress with the final results that will be presented in
June 2020, it is already clear that the Design Thinking approach used in this project
showed it is clear viability and effectivities for multidisciplinary team. More details
will be reviewed and provided after the project's finalization.</p>
    </sec>
    <sec id="sec-4">
      <title>Conclusion and future work</title>
      <p>In this paper, we briefly analyzed the current developments in the field of Design
Thinking, defined a foundation for the Next-Gen Design thinking.</p>
      <p>Also, the paper elaborates on project-oriented education, which, being embedded
into university programs, enables senior engineering and management students to
develop Design, project, and entrepreneurial skills while working on real-life
innovation challenges formulated by an industry partner. The paper concludes with
further research directions specifically to the use of VR hardware as part of
projectbased design education and shared initial research results.</p>
      <p>
        We believe more attention required to understand the fundamental issues behind
team culture, communication, and stress, language issues. Some initial research
presented in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], and we plan to extend such research further to use Next-Gen design
thinking as foundational.
      </p>
    </sec>
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