Collaboration for innovation
Today's program is co-sponsored by the Delaware Design Institute.
Unless otherwise noted, all events take place in 104 Gore Hall.
||Introduction of keynote speaker
Anette Karlsson, Chair, Mechanical Engineering
Incenting innovation and collaboration across teamsThis session and workshop will discuss best practices for incenting innovation on teams, in particular the value of collaboration, and a focus on cross-generational opportunities. A hands-on workshop following the lecture will feature "the fastest and most powerful technique for improving a team’s capacity to generate fresh ideas, build rapport and incorporate prototyping - all of which lie at the heart of effective innovation."
Mk Haley, Associate Executive Producer of the Entertainment Technology Center at Carnegie Mellon University
With experience across design, digital media and experience design; research with Walt Disney Imagineering; the Disney-ABC Television group for more than 15 years, and as faculty at several university programs for the past 20, Mk Haley has always been thrilled to merge technology and design, and education and industry in new and engaging ways. including as a contributing author to several books on the creative process published by Walt Disney Imagineering.
With ongoing roles at the Disney Research labs at Carnegie Mellon in Pittsburgh, and SIGGRAPH, the association for Computer Graphics and Interactive Techniques, primarily in Emerging Technologies demonstrations and displays, Mk continues to serve industry, academia, research, and the community, all together for the best possible collaborations across disciplines and genres.
Incenting innovation and collaboration across teamsMk Haley, Associate Executive Producer of the Entertainment Technology Center at Carnegie Mellon University
The challenges and benefits of long-term collaborationTroy Richards, Art
Troy Richards will be discussing his ongoing collaboration with Professor Terry Harvey. Troy and Terry integrate their Art and Computer Science classes to produce video games and simulations. In the process, students who have never been asked to work or communicate outside their disciplines are required to overcome barriers of language and culture. Art and CS students design substantial projects together, develop work processes, checkpoints, and due dates, and host an open house to present their products. Students emerge able to understand the project from the perspective of the other discipline, and understand in a tangible way what “interdisciplinary” means.
Pat Sine, IT Client Support & Services
Mathieu Plourde, IT Client Support and Services
Over the past few months, we've heard about MOOCs (Massive Open Online Courses). This is your opportunity to take a look inside one of these and see what it's like from a student perspective. You'll also see the teaching that takes place and what tricks of the trade need to be applied to teach tens of thousands of students in a single course!
Catalyzing collaboration with design-based learning
Jules Bruck, Plant and Soil Science
Tony Middlebrooks, School of Urban Affairs and Public Policy
This highly interactive, hands-on workshop will engage participants in a variety of activities that integrate design-thinking characteristics into traditional and problem-based learning – an approach we call design-based learning (DBL). DBL offers new opportunities and perspectives in our efforts as faculty to design learning experiences for our students. The pedagogy consists of the following distinguishing characteristics:
Through these activities and discussion, participants will enhance their creative capacity, acquire new instructional ideas, and explore possible collaborations.
- adopting a user-centered approach and requiring user-centered research to acquire user perspective and inform design decisions,
- incorporating multiple iterations toward the final product,
- imagining for maximum idea generation using multiple disciplines and perspectives, and questioning one’s own conceptions,
- engaging collaboration and co-design through group design activities,
- modeling and pushing students beyond their preconceived creative limits, and
- preflection and reflection on the process as it unfolds and iterates.
After 3:15 p.m. (and earlier throughout the day): Information Technologies staff will be available for individual consultation.