zum Inhalt springen

Course Info

Module [Module Number] Digital Design
 
Examination Form Combined examination:
Assessment 1: Problem Definition, Solution Design, and First Prototypes
Assessment 2: Project Report and Working Solu4on Documentation
Assessment 3: Pitch, Project Demo, and Working Solu4on Presentation
Instructor Prof. Dr. Christoph Rosenkranz

 

Module Content

In this unit, we simulate a digital design-based venture and entrepreneurial process. The objective is to design and develop a novel digital solution to a self-chosen real-world problem that creates value for customers, including a sustainable business model for a new entrepreneurial venture. With this objective, we have two specific foci

1. Adress a Real-world Problem that creates Value for Customers
We define a real-world problem as one of either environmental, social, or commercial value (George et al. 2020; Qureshi et al. 2021). Our goal is to help students understand how especially digital solutions are a way to innovate either better ways of doing business or complete new ideas for creating value for customers. We aim to advance students’ understanding of digital design, information systems' solution potential to address challenges, and their role in business models. For illustration, consider these examples:

  • aioncover: an AI concierge that helps with skills shortages, knowledge retention and capacity bottlenecks (Link)
  • Anysign: Learn sign language with a mobile e-learning platform (Link)
  • bNear.io: bNear is the first "virtual o\ice" for hybrid & remote teams that integrates seamlessly with Microsoft Teams (Link)
  • Catch Talents: With Catch Talents, companies can quickly find new employees who are a really good fit for them (Link)
  • Charge Unity: CHARGEUNITY is the Airbnb for public charging infrastructure and enables you to invest in your own public charging station for electric cars (Link)

2. Develop and Design a Digital Artifact as a Solution to the Real-world Problem
The digital solution must consist of software components and may include hardware components if the students deem it necessary. For the hardware components, we will provide a selected hardware technology stack for students to work with. In addition, 3D printers in the Digital Lab and the InnoDom are available. The students’ task is then to develop a design for the digital solution so that digital innovation can be realized, which is then implemented within a prototype.
With these foci, the contents of the unit roughly unfold in the following way:

  • Introduction to Digital Design
  • Business Models and Digital Innovation
  • Selected emergent digital technology stacks
  • Systems development practices suitable for entrepreneurial contexts and requirements
  • Project and team management
  • Design and implementation of information systems
  • Prototyping and testing
  • Communication and presentation of results to relevant stakeholders

Learning Objectives

Students …
  • understand what digital design means and learn about important related concepts.
  • earn about the potentials of emergent digital technologies for design and innovation.
  • learn about the role of technology and design for entrepreneurship and business models.
  • understand challenges related to designing information systems for digital innovations.
  • develop an idea for a digital design by incorporating the latest digital technologies.
  • develop a socio-technical artifact based on their idea.
  • develop a business model and business plan based on their idea.
  • conduct independent customer and user research.
  • organize themselves and work in independent teams
  • manage time, team, and project conflicts independently.
  • communicate processes and outcomes to relevant stakeholder groups.

Procedure

Students will form teams to complete this unit. In teams, they are free to choose the problem 
settings to be addressed within their digital design project. Team formation is scheduled for the 
kick-off session. Prior to this, students are encouraged to familiarize themselves with some 
preparation material and to complete a brief survey that can be used for team formation. If 
required, a selection of hardware technologies will be made available at the beginning of the 
course to allow students to start experimenting immediately. During the semester, students can
use a fixed budget to buy additional hardware components, such as sensors, extensions, 
motors, tools, etc., for their projects as needed. Orders must be issued through the course 
instructors.

Over the course of the semester, student teams will continuously work on developing their 
digital design, digital solutions, business model, and business plan. The course will start with a 
series of accompanying lectures, tutorials, and interactive workshops. For the workshops, 
students may be provided with resources and materials in advance to prepare for the workshop 
in a flipped-classroom style. The final report and solution should be submitted in a style that can easily be transformed into a real business plan. Therefore, reports must provide potential 
stakeholders with su\icient information to understand and validate the problem, the solution 
idea, the digital design, and the underlying business model

Introductory Reading Materials and Resources

  • Digital Design Professional (DDP) FoundaQon Level: Link
  • Digital Design Professional (DDP) Handbook: Link
  • Digital whiteboard Mural; available for students free of charge via Link
  • Template for Mural for design thinking: Link
  • Template for Mural for business model (canvas): Link
  • Template for business model (canvas) from IHK Köln (in German): Link
  • Financing tool from IHK Köln (in German): Link
  • Unternehmenswerkstatt Deutschland (in German): Link
  • Templates for Business Plan IHK München (in German): Link

Time Slot and Rooms

For team and lab work, we have booked classrooms in our Digital Lab in the “WiSo-Modulbau” throughout the semester (Link). For workshops and lectures, please refer to the schedule in KLIPS2 and ILIAS.