Notices
- Episode 0020 - From Design Thinking to Inclusive Design | Design Talk (dot IE), (Jan. 01, 2021). Accessed: Sep. 05, 2024. [Online Podcast]. Available: https://shows.acast.com/design-talk/episodes/0020-from-inclusive-design-to-design-thinking
- Episode 0219 - Shift Left Design with Pat Clark | Design Talk (dot IE), (Mar. 28, 2024). Accessed: Aug. 27, 2024. [Online Podcast]. Available: https://shows.acast.com/design-talk/episodes/shift-left-design
Overview
Welcome to Design Development Creativity (MIS40120)
Purpose & Overarching Content
Digital design and development activities are the innovation engine of technology enabled organisations. However, the collaborative design, development, production, deployment and operation of robust technological systems presents significant challenges for management and teams. This module introduces contemporary methods, practical techniques and skills for managers, developers and contributors - focusing on techniques and processes for managing software design and development to deliver value. We review the challenges of managing distributed, virtual, team-based software design and development. We will talk about different strategies for managing the collective creative process, ranging from traditional sequential engineering methods through to agile, lean, and adaptive approaches and develop theoretically informed understandings of personal, team, and organisational practices. We will ask how socio-cultural practices, lifecycles and methodologies are understood, how they are intended to work, and how they act in practice to both resolve and produce challenges as we strive to engineer products for use and respond creatively to people's needs.
The class covers topics such as: the requirements process; the dynamics of creativity; producing shared understandings; communities of practice, knowledge, communication, and performance in teams; and consider methodologies ranging from agile to waterfall.
On completion of this class you will have a practical appreciation of the value of organisational practices and contexts and should be able to understand and work productively within an corporate software development, operations, and sustainment complex.
Learning Outcomes
- Identify processes and practices involved in software design and delivery (Context)
- Describe software lifecycles and frameworks, covering historical and emerging management approaches to design and development (Management tools)
- Interpret theoretical foundations of design, development lifecycles, and frameworks (Theoretical interpretation)
- Critically evaluate the processes, activities, and practices necessary for design and development (Critical perspective)
- Competently analyse, assess and act in industry cases; adapting methods, processes and practices to problematic situations (Research/analysis)
- Acquired skills and tools to foster processes of joint design, development and quality assurance (Management skills)
Assessment
10% Group Work Assignment. A defined group activity delivered at an agreed date during term. (P/F)
25% Reflective Assignment. Designated homework completed during term. Plus a reflective writing combining readings, learning and observations due at the end of week 12. (Grd)
Self-Paced Learning Resource (not for credit)
Access to DataCamp for 5+ months. DataCamp offers a range of self-paced on-line courses that are well suited to prepare students, both novice and experienced programmers to learn to code and use a range of technologies to create new software, design digital business processes, tools and approaches to investigate, process and analyse data.
You will receive an invitation to join via your UCD Connect email. Register using your UCD Connect email address.
Decorum and Teaching Materials
All communication and interaction with each other should be respectful, professional, and comply with university protocols. You must abide by the provisions of the "UCD Student Code" and all of your work, whether individual or group, must comply with UCD policies on "Academic Integrity" and "Plagiarism".
The course slides and files are accessed from the module in UCD Brightspace https://brightspace.ucd.ie/ (login required). And please be advised that the organisation of this course, the readings, exercises and other aspects are reviewed continuously and may change.
Syllabus (subject to revision)
The syllabus contains key information about your learning outcomes, the teaching schedule, content and the assessments. Please familiarise yourself with the syllabus and let your teacher know if you have any questions. It will regularly be updated as needed.
Teacher
- Allen Higgins
Required Book
Please obtain a copy of: Tracy Kidder, (1981) The Soul of a New Machine (e.g. ISBN 0316491977). Part of our class time will spent in a Bookclub format where we read and comment on "The Soul of a New Machine". We read this book from cover to cover. It is ~283 pages long and should take 8-10 hrs to read (a limited number of copies are available to borrow from the UCD library).
The remainder of the readings for this class will be freely available via the UCD Library in digital form or published online (courtesy copies may be shared in the readings section in our Brightspace instance (access controlled).
Teaching Methods
This class combines experiential learning exercises with intensive discussion and debate informed by your own writing and reflections, having read selected articles and researched topics independently.
Some of the following activities may be run in class as experiential learning exercises.
- Experiential empathy - wheelchair and visual simulation
- World Café - a method to learn from and harness the power of groups.
- Timeless issues for software - NATO conference proceedings (group research)
- Researching for designing - the research methods exercise (IDEO cards)
- Guindon design activities
- A standup meeting
- Construction & design (build bot race)
- Creative problem solving part 1 & part 2 (programming a robot)
- Retrospective
- Requirements design trade-off
- Estimating user stories
- Battleship - planning
- Sutton's creative strategies
- Creative workplace assessment
- Design sketching
- The Avalanche case - system description
- Group reading
- The Deep Dive video