1. 導入美國史丹佛大學設計學院(Institute of Design at Stanford; the d.school)的設計思考方法,做為專題實作之教學法,帶領學生從使用者觀點,應用數位科技或AI科技解決企業提出之問題。推動以問題為導向(problem-based learning)之實作課程,培養學生解決現實問題之能力,引導學生將知識活用轉化及實作實踐,具備將問題轉變為機會之能力。
2. 組成跨系、甚至跨院之跨領域團隊,以問題導向方式,引導學生進行創意與實作,實地解決經濟上、市場上或產業提出之問題。
3. 結合理工領域與商管領域學生,動手製作原型,並測試可行性。
4. 藉由跨領域團隊,讓商管學生實際瞭解數位科技與AI的應用;也讓理工科系學生瞭解科技來自於人性,專注於使用者需求及商業可行性。
5. 經由企業實際出題,讓師生團隊接地氣試圖解決企業問題,促進未來產學合作之機會,也創造出學生第一手學習產業領域知識(domain knowledge)的機會。1. Introduce the design thinking method of the Institute of Design at Stanford; the d.school in the United States, as a teaching method for topical implementation, lead students from user perspectives and apply digital technology or AI technology to solve problems raised by enterprises. Promote problem-based learning courses, cultivate students' ability to solve real problems, guide students to use knowledge to transform and implement real knowledge, and have the ability to turn problems into opportunities.
2. Form a cross-departmental or even cross-agency team to guide students to carry out creativity and work in a problem-oriented manner, and solve problems raised by economic, market or industry.
3. Confirm students in the field of work and business management, manually create prototypes, and test feasibility.
4. Through cross-domain teams, business management students can actually understand the applications of digital technology and AI; they can also let science and engineering students understand that technology comes from human nature, focusing on user needs and business feasibility.
5. The actual problems of the enterprise are set, so that the student team can ground the test to solve corporate problems, promote future industrial cooperation opportunities, and create opportunities for students to learn domain knowledge first-hand.
1. 設計思考入門線上磨課師課程(http://taiwanmooc.org/course/intro/openedu-732/%E8%A8%AD%E8%A8%88%E6%80%9D%E8%80%83%E5%85%A5%E9%96%80)
2. Tim Brown著,吳莉君譯(2010)。設計思考改造世界(Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation)。台北:聯經出版公司。
3. Ellen Lupton著,林育如譯(2012)。圖解設計思考:好設計,原來是這樣「想」出來的!(Graphic Design Thinking: Beyond Brainstorming)。台北:商周出版。
4. 日經設計編輯部著,陳光棻譯(2016)。設計思考第一現場:由創意思考案例入手,讓您從發想到實踐,輕鬆駕馭最貼近顧客需求的商業新模式(実践デザイン・シンキング)。台北:中國生產力中心。
1. Design and think about the online grinder course for the entrance door (http://taiwanmooc.org/course/intro/openedu-732/%E8%A8%AD%E8%A8%88%E6%80%9D%E8%80%83%E5%85%A5%E9%96%80)
2. by Tim Brown, translated by Wu Lijun (2010). Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation. Taipei: a joint publishing company.
3. By Ellen Lupton, Lin Yuru (2012). Illustration design thinking: Good design, it turns out that this is how it is "thinked"! (Graphic Design Thinking: Beyond Brainstorming). Taipei: Published by Shang and Zhou dynasties.
4. Written by the Daily Design Editorial Department, translated by Chen Guangfen (2016). Design and thinking first scene: Starting from creative thinking cases, you can think of real ideas and easily learn a new business model that is close to customers' needs (天ザイザイコシンキンキング). Taipei: China Production Force Center.
評分項目 Grading Method | 配分比例 Grading percentage | 說明 Description |
---|---|---|
平時練習與作業平時練習與作業 Regular practice and practice |
30 | |
期末專題成果期末專題成果 Final topic results |
50 | |
課堂參與課堂參與 Class Participation |
20 |