| Kode Mata Kuliah | DS6103 / 3 SKS |
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| Penyelenggara | 271 - Desain / FSRD |
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| Kategori | Kuliah |
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| Bahasa Indonesia | English |
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| Nama Mata Kuliah | Berpikir Desain dan Inovasi II | Design Thinking and Innovation II |
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| Bahan Kajian | - Kelley, Tom, Creative Confidence: Unleashing the Creative Potential Within Us All, Crown Business, 2013
- Berger, Warren, CAD Monkeys, Dinosaur Babies and T-Shaped People: Inside the World of Design Thinking and How It Can Spark Creativity and Innovation, Penguin Books, 2010
- Brown, Tim, Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation, HarperBusiness, 2009
- IDEO, Human Centered Design Toolkit, IDEO, 2009
| - Kelley, Tom, Creative Confidence: Unleashing the Creative Potential Within Us All, Crown Business, 2013
- Berger, Warren, CAD Monkeys, Dinosaur Babies and T-Shaped People: Inside the World of Design Thinking and How It Can Spark Creativity and Innovation, Penguin Books, 2010
- Brown, Tim, Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation, HarperBusiness, 2009
- IDEO, Human Centered Design Toolkit, IDEO, 2009
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| Capaian Pembelajaran Mata Kuliah (CPMK) | - Mahasiswa mampu mengaplikasikan prinsip-prinsip dalam pemikiran desain (design thinking) ke dalam studi kasus riset/proyek berbasis inovasi desain secara mandiri maupun berkelompok
- Mahasiswa mampu mendiseminasikan hasil penelitian/proyek berbasis inovasi ke dalam sebuah artikel ilmiah
- Mahasiswa mampu menerapkan pemikiran desain (design thinking) secara logis, kritis, sistematis, dan kreatif untuk mencari sebuah solusi desain nyata
- Mahasiswa mampu berkolaborasi dengan akedimisi lintas disiplin untuk menganalisa dan menawarkan solusi desain nyata dari studi kasus di sekitar mereka
| - Students are able to apply the principles of design thinking to research case studies/design innovation-based projects independently or in groups
- Students are able to disseminate the results of innovation-based research/projects in a scientific article
- Students are able to apply design thinking logically, critically, systematically and creatively to find real design solutions
- Students are able to collaborate with academics across disciplines to analyze and offer real design solutions from case studies around them
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| Metode Pembelajaran | Ceramah, Diskusi, Collaborative Learning, Team-based Project, Studi Kasus, Bermain Peran, Membuat Purwarupa | Lecture, Discussions, Collaborative Learning, Team-based Project, Case Studies, Role Playing, Prototyping |
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| Modalitas Pembelajaran | Sinkronik, Hybrid | Synchronic, Hybrid |
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| Jenis Nilai | ABCDE |
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| Metode Penilaian | - 10% Kehadiran
- 30% UTS: proposal project kelompok (teknis & konten/substansi)
- 20% Presentasi kemajuan project kelompok (perencanaan & perancangan solusi)
- 40% UAS: kompilasi laporan project tercetak & terjilid (teknis & konten/substansi) | - 10% Presence
- 30% Mid-term Test: group project proposal (techniques & content/substance)
- 20% Presentation of group project progress (solution planning & design)
- 40% End-term Test: projects report printed & bound project reports |
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| Catatan Tambahan | | |
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