Mostrando entradas con la etiqueta innovación. Mostrar todas las entradas
Mostrando entradas con la etiqueta innovación. Mostrar todas las entradas

jueves, 26 de mayo de 2022

Crash course de Antro Diseño

Crash course de Antro Diseño: herramientas aplicadas de AntroDiseño para proyectos de innovación temprana en productos, servicios y experiencias
Miranda Mendoza, Constanza
2019
Santiago, Ediciones UC. 61 p.
Resumen: Vivimos en una época en que el diseño y la innovación están en boca de todos y los usuarios son actores cada vez más críticos y activos en la toma de decisiones. Diseño e innovación funcionan como los principales motores del cambio organizacional, pero ¿con qué teorías dan sustento a sus soluciones? Los usuarios son vistos como el centro del proceso, pero ¿con qué metodologías se incorporan sus comportamientos y creencias de manera rigurosa y dinámica? Acorde a este panorama, el presente libro presenta un método aplicado que explora los sesgos del “ser”, evalúa el contexto y busca converger en soluciones que contemplen la interfaz humana, mezclando antropología con diseño. Esta publicación será de utilidad para emprendedores tecnológicos, de servicios y para todos quienes estén interesados en influir positivamente en sus propias organizaciones. Con el uso de una metodología que se activa a través de hojas de trabajo y tarjetas de herramientas, el individuo podrá facilitar experiencias educativas realistas para entregar una base en el proceso inicial de desarrollo de soluciones. El programa introductorio del presente Crash Course de AntroDiseño es el resultado de más de quince años de experiencia en el desarrollo de proyectos de innovación (en industria y academia) y en la capacitación de personas para proponer sus propios proyectos.

jueves, 20 de diciembre de 2018

Encyclopedia of creativity, invention, innovation, and entrepreeurship


Encyclopedia of creativity, invention, innovation, and entrepreneurship
Carayannis, Elias G.
2013
New York, Springer Reference, 3 v.
Resumen:​The Encyclopedia of Creativity, Invention, Innovation, and Entrepreneurship (CI2E) is a three-volume print reference that uniquely covers the broad spectrum of topics relating to the process of creativity and innovation, from a wide variety of perspectives (e.g., economics, management, psychology, anthropology, policy, technology, education, the arts) and modes (individual, organization, industry, nation, region). The resource is comprised of some 300 topical entries, definitions of key terms and concepts, and review essays, from a global array of more than 250 researchers, business executives, policymakers, and artists, illuminating the many facets of creativity and innovation, and highlighting their relationships to such universal concepts as knowledge management, economic opportunity, and sustainability. Entries feature description of key concepts and definition of terms, full-color illustrations, case examples, future directions for research and application, synonyms and cross-references, and bibliographic references. 
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Número de pedido en Biblioteca FAU

miércoles, 25 de marzo de 2015

Design thinking

Design thinking understand improve apply
Plattner, Hasso, ed.
Meinel, Christoph, ed.
Leifer, Larry, ed.
2011
Berlin, Springer.  236 p.
Resumen : 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.
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Número de pedido en Biblioteca FAU