IA4001J Design Thinking for Innovation (BDIC)

Academic Year 2024/2025

Context
In a rapidly changing world, people in all sectors and disciplines need to think more creatively, innovatively and entrepreneurially in order to make effective decisions, improve existing organisations, develop new ventures and co-create user-centric sustainable solutions.

Purpose
The overall purpose of this module is to develop the learner's Creative, Innovation and Entrepreneurial Mindsets in the context of working on a real-life challenge.

Overview
Over the course of the module, the learner will work through a series of individual and team innovative challenges of increasing scale and complexity, ending with the presentation of an entrepreneurial solution to a real-world problem.

The learner will be introduced to key models, frameworks and concepts of creativity, innovation and entrepreneurship and learn to apply these in a real-world context.

Specifically, the learner will use the Design Thinking process to co-create user-centric innovative solutions. They will also use Entrepreneurial tools such as the Empathy Map, Value Proposition Business Model Canvases to identify needs, create solutions of real value and develop propositions for potential ventures.

The learner will also practice the art of storytelling through pitching ideas, making videos and creating and delivering presentations. Throughout the module, the learner will also practice giving and receiving feedback and develop their ability to reflect on their own learning.

In the second half of the module, you will work in a multidisciplinary team on a real-world problem set by an external organisation and present your entrepreneurial solution to the class and an invited audience.


UCD Innovation Academy

At the UCD Innovation Academy, we are a group of Educator Practitioners with extensive real-world experience as academics, business and social entrepreneurs, tech thinkers, creative professionals and design thinking practitioners.

We take an action-oriented approach to learning, with a combination of individual, group and class tasks and activities, including discussions, presentations and reflection. All of our teaching is grounded in academic rigor, but our focus is on ‘learning by doing’ in a real-world context.

www.innovators.ie

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Curricular information is subject to change

Learning Outcomes:

On successful completion of this module, students should be able to:
• Demonstrate a practical understanding of how creative, innovative and entrepreneurial thought and action may be applied to opportunities of all kinds including new ventures as well as innovation within existing organizations
• Understand the fundamental concepts and analytical tools used to identify opportunities and develop entrepreneurial ventures and apply these in a real-world context.
• Work effectively in a team to co-create user-centric solutions and ventures using Design Thinking and Entrepreneurial Frameworks`
• Communicate a new product, service, solution or business concept in an efficient, effective and compelling manner
• Practice personal reflection as a tool for continuous self-improvement

Indicative Module Content:

Students will be introduced to the Design Thinking Framework with key concepts and models shared through readings, video content and powerpoint slides. Students will be brought through a 5 day Design Thinking Sprint in a team environment to solve a real world issue from a real world organisation. In most cases an external host company will be involved in the sprint and the students will be exposed to their challenges to solve using the Design Thinking Framework.

Student Effort Hours: 
Student Effort Type Hours
Lectures

50

Small Group

20

Practical

10

Specified Learning Activities

20

Autonomous Student Learning

20

Total

120

Approaches to Teaching and Learning:
*Full attendance in class throughout the module is a requirement to pass*

Due to the scaffolded nature of the learning, this module requires mandatory attendance in class from all students every day.
In particular, the collaborative approach to learning through team based activities requires full and continuous engagement throughout the duration of the module.
Some of the key learning approaches include, but not limited to:
Creative Thinking: Exploring creativity through tasks, techniques and discussion
Design Thinking
Tools for Reflective Practice 
Requirements, Exclusions and Recommendations
Learning Requirements:

This module is suitable for students from any discipline and for those who are interested in both entrepreneurship and intrapreneurship (innovating within organisations). There is no requirement for prior experience of creativity or entrepreneurship.


Module Requisites and Incompatibles
Required:
BDIC1047J - English for Uni Studies BDIC, BDIC1048J - English Gen Acad Purposes BDIC, BDIC2007J - English for Spec Acad Purposes, BDIC2015J - Acad Wrt & Comm Skills


 
Assessment Strategy  
Description Timing Open Book Exam Component Scale Must Pass Component % of Final Grade
Participation in Learning Activities: Full attendance in class every day and participation in all individual and team activities 70% n/a Pass/Fail Grade Scale Yes

70

Reflective Assignment: A written or Audio & Video submission of the students 'Reflections & Realisations' from the learning during the module 30% n/a Pass/Fail Grade Scale Yes

30


Carry forward of passed components
Yes
 
Resit In Terminal Exam
Summer No
Please see Student Jargon Buster for more information about remediation types and timing. 
Feedback Strategy/Strategies

• Feedback individually to students, post-assessment

How will my Feedback be Delivered?

Feedback will be given to students upon request. This will include feedback based on their participation throughout the module and their deliverables.

Name Role
Becks Butler Lecturer / Co-Lecturer
Rosie Leonard-Kane Lecturer / Co-Lecturer
Dorcas Réamonn Lecturer / Co-Lecturer
Duc Minh Vu Lecturer / Co-Lecturer