Kode Mata KuliahDS6103 / 3 SKS
Penyelenggara271 - Desain / FSRD
KategoriKuliah
Bahasa IndonesiaEnglish
Nama Mata KuliahBerpikir Desain dan Inovasi IIDesign Thinking and Innovation II
Bahan Kajian
  1. Kelley, Tom, Creative Confidence: Unleashing the Creative Potential Within Us All, Crown Business, 2013
  2. 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
  3. Brown, Tim, Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation, HarperBusiness, 2009
  4. IDEO, Human Centered Design Toolkit, IDEO, 2009
  1. Kelley, Tom, Creative Confidence: Unleashing the Creative Potential Within Us All, Crown Business, 2013
  2. 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
  3. Brown, Tim, Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation, HarperBusiness, 2009
  4. IDEO, Human Centered Design Toolkit, IDEO, 2009
Capaian Pembelajaran Mata Kuliah (CPMK)
  1. Mahasiswa mampu mengaplikasikan prinsip-prinsip dalam pemikiran desain (design thinking) ke dalam studi kasus riset/proyek berbasis inovasi desain secara mandiri maupun berkelompok
  2. Mahasiswa mampu mendiseminasikan hasil penelitian/proyek berbasis inovasi ke dalam sebuah artikel ilmiah
  3. Mahasiswa mampu menerapkan pemikiran desain (design thinking) secara logis, kritis, sistematis, dan kreatif untuk mencari sebuah solusi desain nyata
  4. Mahasiswa mampu berkolaborasi dengan akedimisi lintas disiplin untuk menganalisa dan menawarkan solusi desain nyata dari studi kasus di sekitar mereka
  1. Students are able to apply the principles of design thinking to research case studies/design innovation-based projects independently or in groups
  2. Students are able to disseminate the results of innovation-based research/projects in a scientific article
  3. Students are able to apply design thinking logically, critically, systematically and creatively to find real design solutions
  4. Students are able to collaborate with academics across disciplines to analyze and offer real design solutions from case studies around them
Metode PembelajaranCeramah, Diskusi, Collaborative Learning, Team-based Project, Studi Kasus, Bermain Peran, Membuat PurwarupaLecture, Discussions, Collaborative Learning, Team-based Project, Case Studies, Role Playing, Prototyping
Modalitas PembelajaranSinkronik, HybridSynchronic, Hybrid
Jenis NilaiABCDE
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
Catatan Tambahan