Innovations in Office Design


Book Description

"Diane Stegmeier's landmark findings on workplace behavior in the corporate setting will prove vital in determining workplace strategy over the next ten years." —Prentice Knight, CEO of CoreNet Global "The author takes a truly comprehensive approach to understanding the business barriers to the successful implementation of physical space design. The Critical Influence methodology identifies areas of resistance to change and addresses them, enabling the architectural and design firm to do what they do best—create the appropriate workplace solution." —from the Foreword by Greg Bendis "One of the most difficult aspects of facility management is the inability to link environmental improvements with measurable productivity results. Stegmeier’s observations in this area are based on hard facts and real research, not just abstract theories. Her work is an essential tool for any professional looking to justify facility improvements that can actually support and advance the mission of the organization." —Heidi Schwartz, Editor-in-Chief of Today's Facility Manager Magazine This definitive book on innovations in interior office design offers vital lessons on preventing workplace strategy failure for architects, interior designers, facility managers, and business leaders. It fully explains the author's research on the fifteen Critical Influences on behavior in the workplace, and introduces a practical approach to integrate an organization’s cultural, operational, and environmental elements fostering the desired behaviors to support the company’s business goals when designing an office. The book includes case studies of good design in contemporary interior offices illustrating collaborative workplaces that work.




Work Design


Book Description

Work is all around us and permeates everything we do and everyday activities. Not all work is justified, not all work is properly designed, or evaluated accurately, or integrated. A systems model will make work more achievable through better management. Work is defined as a process of performing a defined task or activity, such as research, development, operations, maintenance, repair, assembly, production, and so on. Very little is written on how to design, evaluate, justify, and integrate work. Using a comprehensive systems approach, this book facilitates a better understanding of work for the purpose of making it more effective and rewarding.




Change by Design


Book Description

In Change by Design, Tim Brown, CEO of IDEO, the celebrated innovation and design firm, shows how the techniques and strategies of design belong at every level of business. Change by Design is not a book by designers for designers; this is a book for creative leaders who seek to infuse design thinking into every level of an organization, product, or service to drive new alternatives for business and society.




Design for Social Innovation


Book Description

The United Nations, Australia Post, and governments in the UK, Finland, Taiwan, France, Brazil, and Israel are just a few of the organizations and groups utilizing design to drive social change. Grounded by a global survey in sectors as diverse as public health, urban planning, economic development, education, humanitarian response, cultural heritage, and civil rights, Design for Social Innovation captures these stories and more through 45 richly illustrated case studies from six continents. From advocating to understanding and everything in between, these cases demonstrate how designers shape new products, services, and systems while transforming organizations and supporting individual growth. How is this work similar or different around the world? How are designers building sustainable business practices with this work? Why are organizations investing in design capabilities? What evidence do we have of impact by design? Leading practitioners and educators, brought together in seven dynamic roundtable discussions, provide context to the case studies. Design for Social Innovation is a must-have for professionals, organizations, and educators in design, philanthropy, social innovation, and entrepreneurship. This book marks the first attempt to define the contours of a global overview that showcases the cultural, economic, and organizational levers propelling design for social innovation forward today.







Design Driven Innovation


Book Description

Until now, the literature on innovation has focused either on radical innovation pushed by technology or incremental innovation pulled by the market. In Design-Driven Innovation: How to Compete by Radically Innovating the Meaning of Products, Roberto Verganti introduces a third strategy, a radical shift in perspective that introduces a bold new way of competing. Design-driven innovations do not come from the market; they create new markets. They don't push new technologies; they push new meanings. It's about having a vision, and taking that vision to your customers. Think of game-changers like Nintendo's Wii or Apple's iPod. They overturned our understanding of what a video game means and how we listen to music. Customers had not asked for these new meanings, but once they experienced them, it was love at first sight. But where does the vision come from? With fascinating examples from leading European and American companies, Verganti shows that for truly breakthrough products and services, we must look beyond customers and users to those he calls "interpreters" - the experts who deeply understand and shape the markets they work in. Design-Driven Innovation offers a provocative new view of innovation thinking and practice.




Innovations in Instructional Technology


Book Description

M. David Merrill has been active in the field of instructional technology for almost 40 years. His contributions range from basic instructional principles and instructional design theory to development and implementation of learning environments. Innovations in Instructional Technology is a collection of original essays written by leading scholars and practitioners who have worked with and been inspired by Professor Merrill. The chapters in this book represent a sampling of key innovations in the instructional technology field and include knowledge of how people learn, how people solve problems, how designers conceptualize learning spaces, how teachers implement learning activities, and how evaluators assess outcomes. This volume is divided into five basic areas of research in instructional technology, mirroring the diverse contributions of Dr. Merrill's work: *four chapters on learning objects and the notion of reusable components; *three chapters that discuss fundamental aspects of learning and the design of instruction; *three chapters that address innovations in the area of assessment, evaluation, and model validation; *three chapters that concern theories of learning and instruction; and *three chapters on instructional design practice. The book concludes with a chapter outlining Dr. Merrill's responses to challenges, comments, and questions on the future of the field--ranging from the notion of initial passions with regard to instructional technology to connections between theory and practice to questions of conscience--from an expert panel comprised of many of the contributors to the book. As Dave Merrill's work will continue to be required reading for students of instructional technology, Innovations in Instructional Technology is a book that will appeal to students, researchers, and practitioners in the field.




Innovations in Healthcare Design


Book Description

This book is a selective, revised and annotated compendium of the best presentations at the prestigious National Symposium on Healthcare Design. It includes a major introduction by Wayne Ruga, the guru of international healthcare facilities design, as well as chapters on medical offices, new technologies, healing environments, and acute, long-term, ambulatory, and pediatric facilities.




Design, When Everybody Designs


Book Description

The role of design, both expert and nonexpert, in the ongoing wave of social innovation toward sustainability. In a changing world everyone designs: each individual person and each collective subject, from enterprises to institutions, from communities to cities and regions, must define and enhance a life project. Sometimes these projects generate unprecedented solutions; sometimes they converge on common goals and realize larger transformations. As Ezio Manzini describes in this book, we are witnessing a wave of social innovations as these changes unfold—an expansive open co-design process in which new solutions are suggested and new meanings are created. Manzini distinguishes between diffuse design (performed by everybody) and expert design (performed by those who have been trained as designers) and describes how they interact. He maps what design experts can do to trigger and support meaningful social changes, focusing on emerging forms of collaboration. These range from community-supported agriculture in China to digital platforms for medical care in Canada; from interactive storytelling in India to collaborative housing in Milan. These cases illustrate how expert designers can support these collaborations—making their existence more probable, their practice easier, their diffusion and their convergence in larger projects more effective. Manzini draws the first comprehensive picture of design for social innovation: the most dynamic field of action for both expert and nonexpert designers in the coming decades.




101 Design Methods


Book Description

The first step-by-step guidebook for successful innovation planning Unlike other books on the subject, 101 Design Methods approaches the practice of creating new products, services, and customer experiences as a science, rather than an art, providing a practical set of collaborative tools and methods for planning and defining successful new offerings. Strategists, managers, designers, and researchers who undertake the challenge of innovation, despite a lack of established procedures and a high risk of failure, will find this an invaluable resource. Novices can learn from it; managers can plan with it; and practitioners of innovation can improve the quality of their work by referring to it.