Show converted presentation markdown
IDEATION AND CONCEPT DEVELOPMENT
DEPARTMENT OF COMPUTER SCIENCE
==> picture [43 x 44] intentionally omitted <==
AARHUS UNIVERSITY
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
MESSAGES
DEPARTMENT OF COMPUTER SCIENCE
==> picture [43 x 44] intentionally omitted <==
AARHUS UNIVERSITY
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
COURSE PLAN
==> picture [634 x 357] intentionally omitted <==
DEPARTMENT OF COMPUTER SCIENCE
==> picture [43 x 44] intentionally omitted <==
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
AARHUS UNIVERSITY
COURSE PLAN
==> picture [634 x 357] intentionally omitted <==
DEPARTMENT OF COMPUTER SCIENCE
==> picture [43 x 44] intentionally omitted <==
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
AARHUS UNIVERSITY
TEACHING TIMES
Mondays still 12-14 Wednesdays still 10-12
Some sessions are on other days and times – double check course plan! Completely done (hopefully J ) and revised Friday supervision 10-11.30 from 17/4 – 19/6. Feedback/supervision can also be requested via email J
Remember PROTOLab practical session 23rd (14-16) and 24th (12-16) of March.
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
==> picture [43 x 44] intentionally omitted <==
AARHUS UNIVERSITY
PROTOLAB INTRODUCTION WORKSHOP
PROTOLab practical session – 3D printing and Laser cut
23rd of March from 14.15-16: Groups 1-5 (14 people) 24th of March from 12.15-14: Groups 6-8 and 11 (15 people) 24th of March from 14.15-16: Groups 12, 13, 16 and 20 (13 people)
Important to have finished tooling exercises and watch the PROTOLab videos: BS à Week 9/13 à Before class à Link to PROTOLab Tutorial …
==> picture [43 x 44] intentionally omitted <==
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
AARHUS UNIVERSITY
PROTOLAB INTRODUCTION WORKSHOP
==> picture [251 x 357] intentionally omitted <==
DEPARTMENT OF COMPUTER SCIENCE
==> picture [251 x 357] intentionally omitted <==
SIMON HOGGAN CHRISTENSEN LAB COORDINATOR
==> picture [43 x 44] intentionally omitted <==
ITPDP - IDEATION AND CONCEPT DEVELOPMENT 16. MARCH 2026
AARHUS UNIVERSITY
SUB-ASSIGNMENT 2
Deadline: 8[th] of April 2026 at 15.00
Should include:
-
Methods section : What have you done, which methods did you use, use literature, talk
-
pros/cons, and argue for methodology or lack hereof.
-
Empirical Presentation: What data have you collected, highlight findings, summarize,
-
describe patterns, present hypotheses.
-
Working models : Minimum 2 of 5, include descriptive text segment to each. Argue for
-
choice (using, not using).
-
Scenarios: User scenarios. Sketches. Personas. Add-ons to working models.
Remember to read assignment instructions on Brightspace properly and carefully!
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
==> picture [43 x 44] intentionally omitted <==
DEPARTMENT OF COMPUTER SCIENCE
AARHUS UNIVERSITY
IDEA GENERATION AND CONCEPT DEVELOPMENT
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
==> picture [43 x 44] intentionally omitted <==
AARHUS UNIVERSITY
QUICK LITERATURE OVERVIEW
Girotra et al. (2010): How to be successful when doing ideation.
Djajadiningrat et al. (2000): Extreme Characters and Interaction relabelling as a tool for generating ideas. Kensing & Madsen (1992): Future Workshops as a tool for generating ideas. Halskov & Dalsgård (2006): Inspiration Cards as a tool for generating ideas. Carroll (1999): How using scenarios can help formalize your ideas into concepts.
DEPARTMENT OF COMPUTER SCIENCE
==> picture [43 x 44] intentionally omitted <==
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
AARHUS UNIVERSITY
IDEA GENERATION ~~AND~~ CONCEPT DEVELOPMENT
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
==> picture [43 x 44] intentionally omitted <==
AARHUS UNIVERSITY
IDEA GENERATION/IDEATION
You have maybe already started this, due to the "Research Through Design"-nature, that you were taught in FITDes.
As mentioned, this course follows the "User-centered Design"-approach.
Everything originates from your empirical work. If your ideas do not fit with tendencies, issues and aspects of your empirical work, it is (probably) not the right idea.
==> picture [43 x 44] intentionally omitted <==
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
AARHUS UNIVERSITY
IDEA GENERATION/IDEATION
==> picture [466 x 311] intentionally omitted <==
==> picture [43 x 44] intentionally omitted <==
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
https://www.ideou.com/pages/brainstorming
AARHUS UNIVERSITY
IDEA GENERATION/IDEATION
Only a small subset of ideas are good.
As IT-Product Developers we are only interested in the best and most motivated ideas.
To maximise our chance of a good idea, we should maximise the amount of ideas we get.
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
Karan Girotra, Christian Terwiesch, Karl T. Ulrich, (2010) Idea Generation and the Quality of the Best Idea. Management Science 56(4):591-605. https://doi.org/10.1287/mnsc.1090.1144
==> picture [43 x 44] intentionally omitted <==
AARHUS UNIVERSITY
IDEA GENERATION/IDEATION
==> picture [686 x 311] intentionally omitted <==
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
Karan Girotra, Christian Terwiesch, Karl T. Ulrich, (2010) Idea Generation and the Quality of the Best Idea. Management Science 56(4):591-605. https://doi.org/10.1287/mnsc.1090.1144
==> picture [43 x 44] intentionally omitted <==
AARHUS UNIVERSITY
IDEOS LIST OF BRAINSTORMING PROS
Brainstorming is an effective way to: Produce a large number of ideas Generate ideas quickly Expand your portfolio of alternatives Get people unstuck Inject insights from a broader group Build enthusiasm Improve team collaboration
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
==> picture [43 x 44] intentionally omitted <==
https://www.ideou.com/pages/brainstorming
AARHUS UNIVERSITY
IDEO RULES FOR BRAINSTORMING
1. Defer judgement
-
Encourage wild ideas
-
Build on the ideas of others
-
Stay focused on the topic
-
One conversation at a time
6. Be visual
- Go for quantity
==> picture [43 x 44] intentionally omitted <==
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
https://www.ideou.com/pages/brainstorming
AARHUS UNIVERSITY
TEAM VS HYBRID BRAINSTORMING
Do you believe there is a difference?
==> picture [806 x 120] intentionally omitted <==
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
Karan Girotra, Christian Terwiesch, Karl T. Ulrich, (2010) Idea Generation and the Quality of the Best Idea. Management Science 56(4):591-605. https://doi.org/10.1287/mnsc.1090.1144
==> picture [43 x 44] intentionally omitted <==
AARHUS UNIVERSITY
TEAM VS HYBRID BRAINSTORMING
“We find that groups organized in the hybrid structure are able to generate more ideas, to generate better ideas, and to better discern the quality of the ideas they generate.”
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
Karan Girotra, Christian Terwiesch, Karl T. Ulrich, (2010) Idea Generation and the Quality of the Best Idea. Management Science 56(4):591-605. https://doi.org/10.1287/mnsc.1090.1144
==> picture [43 x 44] intentionally omitted <==
AARHUS UNIVERSITY
TEAM VS HYBRID BRAINSTORMING
1) Hybrid structure is often able to get more and better ideas - and it gets everyone involved!
2) Hybrid structure is better at choosing which ideas are good!
==> picture [505 x 206] intentionally omitted <==
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
Karan Girotra, Christian Terwiesch, Karl T. Ulrich, (2010) Idea Generation and the Quality of the Best Idea. Management Science 56(4):591-605. https://doi.org/10.1287/mnsc.1090.1144
==> picture [43 x 44] intentionally omitted <==
AARHUS UNIVERSITY
TEAM VS HYBRID BRAINSTORMING
Certain group dynamics can be a hinderance for ideation.
Hybrid ideation ensures involvement from the entire team.
Choosing the right idea is more important than coming up with it – and this is truly difficult no matter what type of structure you use. Let your empirical findings guide these.
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
Karan Girotra, Christian Terwiesch, Karl T. Ulrich, (2010) Idea Generation and the Quality of the Best Idea. Management Science 56(4):591-605. https://doi.org/10.1287/mnsc.1090.1144
==> picture [43 x 44] intentionally omitted <==
DEPARTMENT OF COMPUTER SCIENCE
AARHUS UNIVERSITY
IDEATION METHODS
Inspiration Card Workshops Future Workshops
Interaction Relabeling / Extreme Characters
(Experience Prototyping/Bodystorming from FITDes – Buchenau & Suri)
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
==> picture [43 x 44] intentionally omitted <==
AARHUS UNIVERSITY
INSPIRATION CARD WORKSHOPS
“We present the Inspiration Card Workshop as a collaborative method for combining findings from domain studies, represented in Domain Cards, with sources of inspiration from applications of technology, represented in Technology Cards, to create new concepts for design.”
Domain card: People, settings, situations, contexts. Can be divided into multiple card types.
Technology cards: A technology or ”system” of tech. Inspiration card: Domain card + Technology card
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
Halskov, K., & Dalsgård, P. (2006, June). Inspiration card workshops. In Proceedings of the 6th conference on Designing Interactive systems (pp. 2-11). ACM.
==> picture [43 x 44] intentionally omitted <==
DEPARTMENT OF COMPUTER SCIENCE
AARHUS UNIVERSITY
INSPIRATION CARD WORKSHOPS
Structure (4-6 person teams):
-
Create several domain and tech cards per participant (5 min)
-
Introduce cards (7 min)
-
Use combinations of cards to create new concepts (10 min)
Documentation:
-
Document each idea on A3 paper
-
Title, users, what and why • Use sketches and cards on the A3 poster
-
Annotate and refine in the presentation phase
-
Present each idea in the group and refine (7 min) (requires one facilitator and one time-keeper)
==> picture [43 x 44] intentionally omitted <==
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
AARHUS UNIVERSITY
INSPIRATION CARD PROCESS
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
Finn Kensing and Kim Halskov Madsen. 1992. Generating visions: future workshops and metaphorical design. In Design at work, Joan Greenbaum and Morten Kyng (Eds.). L. Erlbaum Associates Inc., Hillsdale, NJ, USA 155-168.
==> picture [43 x 44] intentionally omitted <==
AARHUS UNIVERSITY
INSPIRATION CARDS
Pros:
Rapid Idea Generation
Combines domain observations with tech High throughput of ideas Might highlight ”misunderstandings” or behavioral misconceptions
Cons:
Can be too technology centric Subject to group dynamics (same as before) Can be somewhat “limited” by the cards
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT
SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
==> picture [43 x 44] intentionally omitted <==
AARHUS UNIVERSITY
FUTURE WORKSHOPS
==> picture [435 x 143] intentionally omitted <==
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
Finn Kensing and Kim Halskov Madsen. 1992. Generating visions: future workshops and metaphorical design. In Design at work, Joan Greenbaum and Morten Kyng (Eds.). L. Erlbaum Associates Inc., Hillsdale, NJ, USA 155-168.
==> picture [43 x 44] intentionally omitted <==
AARHUS UNIVERSITY
FUTURE WORKSHOPS
Structure:
Critique phase (10 min) Fantasy phase (10 min) Implementation phase (10 min) (requires one facilitator and one time-keeper)
Documentation:
Document each issue in each phase Summarise key ideas
Written descriptions, short scenarios, details, etc. Identify next steps for each idea
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
==> picture [43 x 44] intentionally omitted <==
AARHUS UNIVERSITY
FUTURE WORKSHOPS
Pros:
Problem focused
Includes domain knowledge and observations Participatory and co-creative
Cons: Might focus on symptoms and shallow problems, but not underlying issues Implementation centric (Can be) Time consuming
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
==> picture [43 x 44] intentionally omitted <==
AARHUS UNIVERSITY
INTERACTION RELABELLING/EXTREME CHARACTERS
“Moving beyond a narrow focus on usability […] requires new methods for understanding design possibilities. Here we describe two: interaction relabelling, in which possible interactions with a known mechanical device are mapped to the functions of an electronic device to be designed; and extreme characters, in which fictional users with exaggerated emotional attitudes are taken as the basis of design to highlight cultural issues.”
Can be used individually
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
Djajadiningrat, J. P., Gaver, W. W., & Fres, J. W. (2000, August). Interaction relabelling and extreme characters: methods for exploring aesthetic interactions. In Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques (pp. 66-71). ACM.
==> picture [43 x 44] intentionally omitted <==
AARHUS UNIVERSITY
INTERACTION RELABELING EXERCISE
Structure:
Pick an idea and either a completely random artifact, or an artifact from within the community.
Relabel the prop to work for your idea.
Documentation:
Describe the initial idea
Summarise the interaction relabeling.
Summarise how the exercise has changed your previous idea
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
==> picture [43 x 44] intentionally omitted <==
AARHUS UNIVERSITY
INTERACTION RELABELING/EXTREME CHARACTERS HYBRID EXERCISE
Structure:
Pick an idea and an unrelated product
Relabel the prop to work for your idea
Redesign it for an extreme character (requires one facilitator and one time-keeper)
Documentation:
Describe the initial idea
Summarise the interaction relabeling and the extreme character design Summarise how the exercise has changed your previous idea
DEPARTMENT OF COMPUTER SCIENCE
==> picture [43 x 44] intentionally omitted <==
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
AARHUS UNIVERSITY
INTERACTION RELABELING/EXTREME CHARACTERS
Pros:
Good for reframing your understanding of the design space Excellent for breaking fixation
Cons:
Conceptualizes, generates thoughts, and perspectives rather than new ideas Small throughput - but plenty of reflection
DEPARTMENT OF COMPUTER SCIENCE
==> picture [43 x 44] intentionally omitted <==
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
AARHUS UNIVERSITY
~~IDEA~~ GENERATION AND CONCEPT DEVELOPMENT
DEPARTMENT OF COMPUTER SCIENCE
==> picture [43 x 44] intentionally omitted <==
AARHUS UNIVERSITY
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
CONCEPT DEVELOPMENT
So now you have an idea
How do you mold this into a concept?
What is the difference?
Concept = "Conceptus” = ”that which is conceived or formed in thought” Develop = ”Desveloper” = ”Disvolvere” = to unveil/to unwrap
You need to communicate and "sell" your idea, before it is a concept. Scenarios can help with this, and trigger multiple considerations/reflections.
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
==> picture [43 x 44] intentionally omitted <==
AARHUS UNIVERSITY
SCENARIOS
”Harry is interested bridge failures; as a child, he saw a small bridge collapse when its footings were undermined after a heavy rainfall. He opens the case study of the Tacoma Narrows Bridge and requests to see the film of its collapse. He is stunned to see the bridge first sway, then ripple, and ultimately lurch apart. He quickly replays the film, and then opens the associated course module on harmonic motion. He browses the material (without doing the exercises), saves the film clip in his workbook with a speech annotation, and then enters a natural language query to find pointers to other physical manifestations of harmonic motion. He moves on to a case study involving flutes and piccolos.”
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
Carrol, J. M. (1999, January). Five reasons for scenariobased design. In Systems Sciences, 1999. HICSS-32.
==> picture [43 x 44] intentionally omitted <==
DEPARTMENT OF COMPUTER SCIENCE
AARHUS UNIVERSITY
SCENARIOS
“Scenarios are stories. They are stories about people and their activities.” – Carroll (1999)
An externalisation of, e.g., the context, the design space, design ideas, an interaction, a feeling, etc.
Different representations:
Written stories, sketches, videos (Binder 1999) Pictures (Pedell et al. 2004). Personas (Chang et al. 2008). Techsonas (Bødker & Klokmose 2013). Drama and props (Brandt & Gunnet 2000).
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
==> picture [43 x 44] intentionally omitted <==
AARHUS UNIVERSITY
SCENARIO-BASED DESIGN: PRINCIPLES… OR PROBLEMS?
Action vs. Reflection
Design Problem Fluidity
Design Moves Have Many Effects
Scientific Knowledge Lags Design Application
External Factors Constrain Design
DEPARTMENT OF COMPUTER SCIENCE
==> picture [43 x 44] intentionally omitted <==
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
AARHUS UNIVERSITY
ACTION VS REFLECTION
Carroll: Prototypes are amazing, but
“There is a fundamental tension between thinking and doing: thinking impedes progress in doing, and doing obstructs thinking”…
Scenarios can be used for (self-)reflection about actors, roles, communities and tasks
“[Scenarios are] vivid descriptions of end-user experiences [that] evoke reflection about design issues”
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
==> picture [43 x 44] intentionally omitted <==
AARHUS UNIVERSITY
DESIGN PROBLEM FLUIDITY
“Design, and especially the design of new technology, undermines the stability of the world […]”
It is vital to ensure that everyone always agrees on the requirements of the project.
“Scenarios (edit: can) concretely fix an interpretation and a solution, but are open-ended and easily revised”
==> picture [43 x 44] intentionally omitted <==
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
AARHUS UNIVERSITY
DESIGN MOVES HAVE MANY EFFECTS
“Every element of a design, every move that a designer makes, has a variety of potential consequences.”
“Scenarios can be written at multiple levels, from many perspectives, and for many purposes.”
We can, with a design, end up creating more/worse problems/issues if we are not careful.
==> picture [43 x 44] intentionally omitted <==
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
AARHUS UNIVERSITY
SCIENTIFIC KNOWLEDGE LAGS DESIGN APPLICATION
How do we make sure, that we actually learn something from design activities? When does knowledge become applied practice?
“Scenarios can be abstracted and categorized to help design knowledge cumulate across problem instances”
“The design and development of technology aspires to occupy the high, hard ground […] but at the same time, technology design and development is inevitably driven to pursue novelty and innovation”
==> picture [43 x 44] intentionally omitted <==
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
AARHUS UNIVERSITY
EXTERNAL FACTORS CONSTRAIN DESIGN
Requirements are formed from empirical data; work, tasks, culture, people, and other external factors (technological development).
==> picture [357 x 274] intentionally omitted <==
Scenarios are great at anchoring requirements in practice, or with a new design.
Scenarios can help explore interaction/technology possibilities without investing in prototype development.
==> picture [43 x 44] intentionally omitted <==
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
DEPARTMENT OF COMPUTER SCIENCE
AARHUS UNIVERSITY
SCENARIOS
==> picture [416 x 311] intentionally omitted <==
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
Carrol, J. M. (1999, January). Five reasons for scenariobased design. In Systems Sciences, 1999. HICSS-32.
==> picture [43 x 44] intentionally omitted <==
DEPARTMENT OF COMPUTER SCIENCE
AARHUS UNIVERSITY
SCENARIOS SUMMARY
We need ways to manifest and maintain our requirements, ideas and knowledge. IT Product Development has many challenges; knowledge, practice, fluidity, context, contraints.
We also need team-based consensus regarding above.
Scenarios are a good way to ensure (or reflect upon) this.
Scenarios can anchor and ”test” your ideas.
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
==> picture [43 x 44] intentionally omitted <==
AARHUS UNIVERSITY
LAST BUT NOT LEAST
Definition is what makes a concept:
Planning
Speccing
Rapid prototyping Researching (and READING!) UI drafts Usability/User Experience notions
All of the above adds to a defined mental construct and shared understanding
DEPARTMENT OF COMPUTER SCIENCE
ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR
==> picture [43 x 44] intentionally omitted <==
AARHUS UNIVERSITY
==> picture [176 x 88] intentionally omitted <==