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product development project
pdp
?
FOR TEACHERS
D E S I G N
FACTORY
1
INCLUDES
WORKING KIT
IF YOU HAVE ANY QUESTIONS,
PLEASE CONTACT
JARI JUSSILA
jari.jussila@hamk.fi
+358504657285
ANNE-MARI JÄRVENPÄÄ
anne-mari.jarvenpaa@hamk.fi
+358400534131
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27
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BEING PART OF CREATION
GUIDING IN DAY/PART TIME
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3
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7
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11
12
14
15
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3
4
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7
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WHAT’S DF?
WHAT’S PDP?
WHAT PDP OFFERS
PDP EXPERIENCE
PROTOTYPE
PDP SCHEDULE
WORKSHOPS
FACILITIES
CO-CREATION PEDAGOGY
CO-TEACHING
PDP STAFF
HÄME DESIGN FACTORY
DESIGN THINKING PROCESS
ANALYTICAL TOOLS
DF COMMUNITY
DESIGN PERSPECTIVE
CO-CREATIVE FACILITATORS
LEARNING ENVIRONMENT
Design Factory is a multidisciplinary product and service design environment bringing
together students, teachers, researchers and companies. Our aim is to build a pas-
sion-based product and service development environment. Design Factory brings research
units knowledge and degree programmes’ students and also machines and facilities for
companies to use.
In Design Factory Hämeenlinna facilities there is a design department’s digital product and
development laboratory that offers knowledge and machines for 3D-scanning, -modeling
and -printing (plastic, resin), paper, fabric printing and laser technology, wood, metal and
electronics.
Working in Design Factory happens in multidisciplinary teams and strengthening one’s own
expertise. The idea of the Design Factory is to offer the possibility to learn by going on real
life company projects. The companies are part of the projects during the whole process not
just in the beginning or in the end. The main goal during the PDP process is the journey
itself and not just the end result.
PASSION FOR DOING
DF?
WHAT’S
2
PDP?
WHAT’S
PDP is a two periods long course where students solve real-life company problems in
multidisciplinary teams. During PDP students have an opportunity to learn new skills that
they might not be able to learn during their basic studies in workshops like 3D-modeling
and laser cutting.
In PDP students can build their team’s prototypes and at the same time expand their knowl-
edge and skills. At the end of the course, student teams build a concrete prototype for the
company to demonstrate their idea. The student teams also test the developed prototype to
get real user experiences from the product. After the test, teams analyze the results and
give the results to the client.
Credits:
10 ects project working
Additional 2-10 ects workshops
Students define the product
development problem
and start creating the solution.
3
4
FILES
OFFERS
WHAT PDP
5
PDP EXPERIENCE
DEFINITION OF
PREPARE
Start from yourself. Ask five questions: Who am I? What I know? Who I know?
How do I learn? and What can I do? Then write a screen play about what you
can and will do with whom.
EMPATHIZE
Listen, observe, engage, talk, and interview people with and to whom you are
trying to solve a challenge. Try to live somebody else’s life a short while or
create a persona.
DISCOVER
Curiously search and see secondary data, information and inspiration about
the topic and themes related to the challenge. Make a picture of concepts.
Remember, everything matters.
DEFINE
Formulate a question ”How might we…” solve a challenge by creating options and
possibilities. Set must, could, should and won’t criterion to answer the questions.
Remember, focusing to ask questions direct your actions.
DEVELOP
Create a lot of ideas, with your group based on the criterion, combine ideas, make choices and design
a concept of a solution. Then, build a prototype to get first experience and feedback to the solution.
Remember, it is easier to ideate than it is to transform ideas into tangible concept. That is learning!
EXPERIMENT
Set a hypothesis and present your prototype to the users, ask them to try and use
it, while you observe and collect feedback on experiences and impression. Remember,
feedback helps you to get your solution right. That is also learning!
DELIVER
Design your minimum viable product based on the feedback and your insights. Then plan a communica-
tion and marketing message, channels and target groups. Launch and start monitoring marketing activ-
ities and customer experiences. Remember, the first customers are your users who have been engaged in
the designing process and tested the solution already.
REPEAT
Design doing is all about learning, changing point-of-views and making it again, frequently
and systematically, design will never end. Remember, it is people that matter, if we really
want to improve other people’s lives by designing better products, services, business models
and learning, we should do design work with them. And then repeat, we all learn!
6
PROTOTYPE
As a part of the PDP course students build
a prototype from the product development
idea. The prototype is a model from the
developed product and the prototyped
model makes it easier to demonstrate the
idea for the client.
Students build a so called middle level
prototype from the product or service. The
idea of the middle level prototype is to
recognize the product’s functions and the
functionality can be tested in some level.
The experiment can be for example filling
a form from a website or testing a light
version from the product.
Buildable prototype:
7
8
SCHEDULE
PDP
J.J = JARI JUSSILA
M.M = MARKKU MIKKONEN
J.R = JUKKA RAITANEN
K.K = KRISTIINA KIISKI
JM.T = JUHA-MATTI TORKKEL
V.T = VESA TUOMELA
J.N = JALI NÄRHI
V.S = VILLE SIIPOLA
S.JP = SATU JUMISKO-PYYKKÖ
A.P = ATTE PARTANEN
OCTOBER
date
27.10. 9-16 Introduction to PDP J.J, M.M, J.R, K.K
time program hosts
ABBREVIATIONS
NOVEMBER
date
3.11.
10.11.
17.11.
18.11.
24.11.
25.11.
9-16
9-16
16-19
9-16
16-19
9-16
16-19
Sponsor presentation & team forming
Emphatize & develop
3D-modeling workshop
Define the problem
Graphic Design workshop
Ideation & innovative conceptual design
UI workshop
J.J, J.R, M.M, JM.T
S.JP
V.S, M.M, JM.T
V.T, S.JP
J.N, M.M
J.J
S.JP, Vincit
time program hosts
11-12.11.
WORKSHOPS ARE OPTIONAL
9
DECEMBER
date
1.12.
2.12.
8.12.
9.12.
15.12.
16.12.
17.12.
21.12.
9-16
16-19
9-16
16-19
9-16
16-19
Prototype development
3D-printing workshop
Creating experiments & testing
Laser workshop
Assess & integrate feedback
Information design workshop
Preparing for halfway gala
Christmas holiday
time program hosts
-
-
V.S, M.M
M.M
S.JP
M.M, J.N
J.R, M.M, V.S
V.S
JANUARY
date
12.1.
19.1.
20.1.
21.1.
26.1.
9-16
9-16
16-19
16-19
9-16
Halfway gala
Repeating & pivoting in business design
Electronics workshop 1/2
Electronics workshop 2/2
Prototype development
time program hosts
S.JP
J.R
A.P, J.N
A.P, J.N
V.S, M.M, JM.T
FEBRUARY
date
2.2.
3.2.
10.2.
16.2.
23.2.
24.2.
9-16
16-19
16-19
9-16
9-16
16-19
User testing
Photo & Video workshop
Presentation workshop
Finalizing prototype
Pitching & pitchdeck design
T-shirt workshop
time program hosts
S.JP
J.N
M.M, J.N
J.R
M.M, JM.T
MARCH
date
9.3.
12.3.
9-16
9-16
Preparing for final gala
Final gala
time program hosts
M.M
J.J, S.JP
10
WORKSHOPS
Design Factory organizes workshop days for the machines and softwares and these workshops are
additional and open for students, teachers and company representatives. In the workshops it is possi-
ble to learn about VR, 3D-modeling and -printing and laser cutting for example. Workshops are a
great possibility to learn skills that students may not be able to learn during their studies otherwise.
Application for to the workshops happens in PAKKI (DF00CY70-3001), if you want more information
about the workshops, please contact Markku Mikkonen, markku.mikkonen@hamk.fi
wk
46
47
48
49
50
3D-modeling workshop
Graphic design workshop
UI workshop
3D-printing workshop
Laser workshop
theme
Create graphical content to support the project
(Jali Närhi)
Create a 3D-printed object to support the prototype
(Markku Mikkonen)
Engrave and cut a sign for your gala (Markku Mikkonen)
Design a 3D-model (Ville Siipola)
Design a user interface and build a interactive prototype
(Satu Jumisko-Pyykkö)
11.11.
18.11.
25.11.
02.12.
09.12.
date
12.11.
wk
51
3
5
6
8
Information Design Workshop
Electronics workshop
Photo & Video workshop
Presentation workshop
T-shirt workshop
21.01.
16.12.
20.01.
03.02.
10.02.
24.02.
date theme
Create professional material to support
the presentations (Jali Närhi)
Develop and invocate your own presentation
skills and technique (Markku Mikkonen)
Design and create your own team shirt
(Juha-matti Torkkel)
Create simple device using Arduino
electronic platform(Atte Partanen)
Create an infographic of your solution (Ville Siipola)
Online Online
Online
Online
Forssa
Online
Hameenlinna/Online
..
Hameenlinna/Online
..
Hameenlinna/Online
.. Hameenlinna
..
Every workshop is 16:00-19:00
11
12
HÄMEENLINNA
FACILITIES IN
Wood shop provides the tools and equipment, for working with
different wood materials. From this work area you can find equipment
like the bandsaw, table panel saw, wood planer and also space for
woodwork storage.
Wood Shop
In metal shop, you can find the most essential and basic
tools and equipment for metaling working. Like for example:
MIG-welding, metal lathe, milling and sheet metal bender.
Metal Shop
In Laser corner, we have two different sized lasers for cutting and
engraving projects. One for smaller and another for bigger projects.
Materials, which work with our lasers are mainly softer materials like
plywood, paper, acrylic, fabric and leather.
LASER CORNER
Laser Corner
13
HÄMEENLINNA
FACILITIES IN
Our electronic corner provides a possibility for building embedded systems
like for example measuring systems, which can measure surrounding areas
or processes. You could also build bigger and smarter systems like smart
screens.
Electronic corner
Printing shop provides a possibility for printing with different type of
materials for different needs. Here students can benefit from 3D printing,
vinyl cutting, large scale poster printing and t-shirt or small fabric printing.
Print Shop
In our VR-lab, students can get a better and immersive understanding, when
3D modeling spaces or objects. For example, the VR space can be used for
designing a surface area of an object, which then can be exported to
our 3D printers in Print shop.
Nerd-ery
PEDAGOGY
CO-CREATION Co-creation pedagogy is about students co-creat-
ing solutions with business partners. Teachers are
involved in co-designing challenges with compa-
nies and guiding student's teamworking.
14
CO-TEACHING
Be helpful
Value differences
and learn from
each other
Resolve disagreements
politely and professionaly
Be flexible to try
something different
Be open to new
and ideas Always
students
first
What is co-teaching? One of the main contents of co-teaching is a jointly created shared vision,
long-term planning and new communication models. Communication concludes the co-planning
before a module, discussions and co-designing inside the module, student guidance during the
module and functions related to the guidance but also joint reflection about the success after
the module.
15
CREATION
BEING PART OF
Co-design challenges with businesses should take into account:
That challenges support developing competences and skills required in the learning goals of
modules or the Degree Programs.
Challenges should be open enough to leave room for students’ creativity and innovation.
Every problem is multidisciplinary problem. Teachers should organize teams in a way that
enable students to benefit from knowledge and methods from different disciplines and learn
from each other.
Solving of challenges should aim for something beneficial for the companies.
1.
2.
3.
4.
Guidance for co-creation
During the co-creation everyone has a development responsibility to the course and a role
related to it. In Design Factory the roles have built around a thought that teachers and custom-
ers seek to support and guide student teams who are responsible for the actual development.
Co-creation demands a lot of planning, communication, reporting and actual doing but at the
same time these things enables the shared success. The meaning of PDP is to build multidisci-
plinary projects, where through the phenomena of working life can also develop knowledge for
the content of one's own degree program.
16
DAY/PART-TIME
GUIDING IN
PDP is divided in two categories. One being the lectures and the other being guidance. The
guidance works as a support pillar for the teams’ development, better understanding of the
subject and noticing different viewpoints. The purpose of guiding is not made for giving a
ready-made solution. Instead, it is meant for supporting the students’ task to come up with
the solution for the problem, the work around the solution and succeeding as a team.
Guidance
All of the teams have two coaches. Guiding sessions for the full-time students are held on
Tuesdays from 13:00 to 16:00. On Tuesdays at 9:00-13:00 there will be teaching and
lectures for the students. These lectures will be streamed and recorded for the part-time
students. Part-time students’ coaching is held on Thursdays at 18:00-20:00. All the meetings
are online meetings, unless otherwise agreed.
Guiding day/part-time students
17
The most relevant task for the teachers is to empower students with a better
understanding of co-creation and collaboration skills. Teachers’ goal is to
share their understanding, visions and support others to make learning circum-
stances inspiring. With their given guidance and theories, teachers can imple-
ment preconditions for students to feel efficient and have a sense of freedom.
One other key factor to take notice of, is that teachers should approach the
students with an open mindset and see them as individuals. For example, who
they are, what they are good at and what their personal interests are. This in
turn benefits the students growth and focus on unlocking the students full po-
tential from the learning experience. Also giving students the possibility to
create an environment to take learning into their own hands can help in devel-
oping each individuals mindset and learning experience.
CO-CREATIVE
FACILITATORS
TEACHERS AS
“
“
- Markku Mikkonen
18
The working environment in a Design Factory provides an opportunity for multidisciplinary, cooperation and
co-creation type of working environments. Our goal is to provide an approachable learning and prototyping
learning environment for students, teachers and companies. These environments can be offered through adjustable
workstations like for example, in HAMK Hämeenlinna Design Factory:
ENVIRONMENT
LEARNING
Design Factory believes in student first thinking and low hierarchy. All the students and teachers from different
fields are welcome and all the knowledge is appreciated in DF. We want to be easily approachable and keep
our doors open for new people and ideas.
The stage work area is a large open space for smaller group working or larger lecture seminars. This space
contains easily movable chairs and tables for teamworking, while also benefiting from whiteboards and simpler
equipment for brainstorming. Like for example, sticky notes, pencils, tape, glue, cardboard, etc.
War room is a teamwork space where anyone can come and go as they wish. In war room it is possible for
three teams to work at the same time. The kitchen, located right next to the war room, offers free coffee to
boost one's energy.
Assembly Room, a large open work area, is located between all the different material work spaces. Assembly
room can be found from the 1st floor of DF. This room is adjustable for different projects and their development
needs for prototype building.
All work spaces have predetermined staff members, who oversee the development of the spaces, equipment and
induction training needed for others to use them. These work spaces are open for anyone to reserve and use for
their own project needs.
19
COMMMUNITY
DESIGN FACTORY
D E S I G N
FACTORY
FORSSA
FORSSA
HÄMEENLINNA
HÄMEENLINNA
RIIHIMÄKI
RIIHIMÄKI VALKEAKOSKI
VALKEAKOSKI
Here are some of our stakeholders
20
PERSPECTIVE
DESIGN
21
Desirability Viability
Viability
Feasibility
Sustainability
PROCESS
DESIGN THINKING
EMPATHIZE
PREPARE
REPEAT
DEFINE
IDEATE
PROTOTYPE
TEST
ASSESS
HAMK DESIGN FACTORY
based on: Design Thinking Process Diagram* | d.school Executive Education
modified by Jukka Raitanen, Jari Jussila, Vesa Tuomela & Reetta Kaikkonen
Teaching in PDP is based on design thinking method. Design
Thinking is based on accordance of Stanford’s Hasso Plattner
Institute. Design Thinking is the crossing theme of the project
which includes both getting to know to the theory and planning,
doing and analyzing the practical experiments.
22
TOOLS
ANALYTICAL
In co-creation pedagogy, many analytical
tools are exploited to facilitate the
learning process and to make all the
stakeholders needs and capacities trans-
parent. For example:
TOOL 1 Co-creation pedagogy from cSchool towards
HAMK Design Factory. Kunnari et. al. (2019)
The pedagogical approach of this
course is introduced in this article.
Rapid Product Development in University-industry
collaboration. Jussila et. al. (2020)
TOOL 2
Experiences of applying Design
Thinking Process are outlined
in this article.
The Lean Service Creation Handbook.
Futurice (2019)
TOOL 3 Introduces many canvases that the students
use in the course.
Design A Better Business Tools.
www.designabetterbusiness.com
TOOL 4 In addition to LSC canvases. Those canvases are
used by the students in the course.
23
KRISTIINA KIISKI
COURSE COORDINATOR
KRISTIINA.KIISKI@HAMK.FI
+358 50 4085586
TIINA BJÖRKSOG
COMPANY COORDINATOR
TIINA.BJORKSOG@HAMK.FI
+358 36 463443
STAFF
PDP
MARKKU MIKKONEN
COURSE OPERATOR
MARKKU.MIKKONEN@HAMK.FI
+358 50 4763039
JARI JUSSILA
COURSE PROFESSOR
JARI.JUSSILA@HAMK.FI
+358 50 4657285
24
STAFF
PDP
JUKKA RAITANEN
COURSE COACH
JUKKA.RAITANEN@HAMK.FI
+358 50 8368807
JUHA-MATTI TORKKEL
VIRTUAL REALITY
JUHA-MATTI.TORKKEL@HAMK.FI
+358 50 5022040
JALI NÄRHI
GRAPHICS DESIGN
JALI.NARHI@HAMK.FI
+358 44 3314112
25
STAFF
PDP
VILLE SIIPOLA
DESIGN LECTURER
VILLE.SIIPOLA@HAMK.FI
+358 50 3283987
SATU JUMISKO-PYYKKÖ
SMART DESIGN
SATU.JUMISKO-PYYKKO@HAMK.FI
+358 50 3522837
VESA TUOMELA
BUSINESS DESIGN
VESA.TUOMELA@HAMK.FI
+358 40 3509175
ANNE-MARI JÄRVENPÄÄ
BIO ENGINEERING
ANNE-MARI.JARVENPAA@HAMK.FI
+358 40 0534131
26
DESIGN FACTORY
HÄME
Häme Design Factory -project
Häme Design Factory aims to build an innovation platform to the Kanta-Häme region, called Häme
Design Factory. The activities of the innovation platform will be made available in the Kanta-Häme
region to Forssa, Hämeenlinna and Riihimäki. Innovation platform is meant to develop the cooperation
between the university of applied sciences and local SME’s, and by this way making it possible to
enable the growth of the companies.
With Häme Design Factory, a new innovation platform which has offices in all the three main city areas
of Kanta Häme. The strategical partnership of HAMK and Aalto University opens the possibility to start
Aalto Design Factory style product development area in Kanta-Häme. The operational model is built on
the framework of Aalto Design Factory so that the local companies will gain productized packages to
product development and service design.
Häme Design operates as a networking platfrom that combines the necessary competences from differ-
ent schools of HAMK. By this method, the customers have the knowledge and development competences
of four research units and 23 different educations. The model will work excellently on those companies
that do not have their own RD- department and those who need more development resources.
PDP study module is part of Häme Design Factory -project.
For more information: hamk.fi/projektit/hame-design-factory/
27

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PDP21 working kit for teachers

  • 1. product development project pdp ? FOR TEACHERS D E S I G N FACTORY
  • 2. 1 INCLUDES WORKING KIT IF YOU HAVE ANY QUESTIONS, PLEASE CONTACT JARI JUSSILA jari.jussila@hamk.fi +358504657285 ANNE-MARI JÄRVENPÄÄ anne-mari.jarvenpaa@hamk.fi +358400534131 16 17 18 19 20 21 22 23 24 27 16 17 18 19 20 21 22 23 24 27 BEING PART OF CREATION GUIDING IN DAY/PART TIME 2 3 4 6 7 8 11 12 14 15 2 3 4 6 7 8 11 12 14 15 WHAT’S DF? WHAT’S PDP? WHAT PDP OFFERS PDP EXPERIENCE PROTOTYPE PDP SCHEDULE WORKSHOPS FACILITIES CO-CREATION PEDAGOGY CO-TEACHING PDP STAFF HÄME DESIGN FACTORY DESIGN THINKING PROCESS ANALYTICAL TOOLS DF COMMUNITY DESIGN PERSPECTIVE CO-CREATIVE FACILITATORS LEARNING ENVIRONMENT
  • 3. Design Factory is a multidisciplinary product and service design environment bringing together students, teachers, researchers and companies. Our aim is to build a pas- sion-based product and service development environment. Design Factory brings research units knowledge and degree programmes’ students and also machines and facilities for companies to use. In Design Factory Hämeenlinna facilities there is a design department’s digital product and development laboratory that offers knowledge and machines for 3D-scanning, -modeling and -printing (plastic, resin), paper, fabric printing and laser technology, wood, metal and electronics. Working in Design Factory happens in multidisciplinary teams and strengthening one’s own expertise. The idea of the Design Factory is to offer the possibility to learn by going on real life company projects. The companies are part of the projects during the whole process not just in the beginning or in the end. The main goal during the PDP process is the journey itself and not just the end result. PASSION FOR DOING DF? WHAT’S 2
  • 4. PDP? WHAT’S PDP is a two periods long course where students solve real-life company problems in multidisciplinary teams. During PDP students have an opportunity to learn new skills that they might not be able to learn during their basic studies in workshops like 3D-modeling and laser cutting. In PDP students can build their team’s prototypes and at the same time expand their knowl- edge and skills. At the end of the course, student teams build a concrete prototype for the company to demonstrate their idea. The student teams also test the developed prototype to get real user experiences from the product. After the test, teams analyze the results and give the results to the client. Credits: 10 ects project working Additional 2-10 ects workshops Students define the product development problem and start creating the solution. 3
  • 6. 5
  • 7. PDP EXPERIENCE DEFINITION OF PREPARE Start from yourself. Ask five questions: Who am I? What I know? Who I know? How do I learn? and What can I do? Then write a screen play about what you can and will do with whom. EMPATHIZE Listen, observe, engage, talk, and interview people with and to whom you are trying to solve a challenge. Try to live somebody else’s life a short while or create a persona. DISCOVER Curiously search and see secondary data, information and inspiration about the topic and themes related to the challenge. Make a picture of concepts. Remember, everything matters. DEFINE Formulate a question ”How might we…” solve a challenge by creating options and possibilities. Set must, could, should and won’t criterion to answer the questions. Remember, focusing to ask questions direct your actions. DEVELOP Create a lot of ideas, with your group based on the criterion, combine ideas, make choices and design a concept of a solution. Then, build a prototype to get first experience and feedback to the solution. Remember, it is easier to ideate than it is to transform ideas into tangible concept. That is learning! EXPERIMENT Set a hypothesis and present your prototype to the users, ask them to try and use it, while you observe and collect feedback on experiences and impression. Remember, feedback helps you to get your solution right. That is also learning! DELIVER Design your minimum viable product based on the feedback and your insights. Then plan a communica- tion and marketing message, channels and target groups. Launch and start monitoring marketing activ- ities and customer experiences. Remember, the first customers are your users who have been engaged in the designing process and tested the solution already. REPEAT Design doing is all about learning, changing point-of-views and making it again, frequently and systematically, design will never end. Remember, it is people that matter, if we really want to improve other people’s lives by designing better products, services, business models and learning, we should do design work with them. And then repeat, we all learn! 6
  • 8. PROTOTYPE As a part of the PDP course students build a prototype from the product development idea. The prototype is a model from the developed product and the prototyped model makes it easier to demonstrate the idea for the client. Students build a so called middle level prototype from the product or service. The idea of the middle level prototype is to recognize the product’s functions and the functionality can be tested in some level. The experiment can be for example filling a form from a website or testing a light version from the product. Buildable prototype: 7
  • 9. 8 SCHEDULE PDP J.J = JARI JUSSILA M.M = MARKKU MIKKONEN J.R = JUKKA RAITANEN K.K = KRISTIINA KIISKI JM.T = JUHA-MATTI TORKKEL V.T = VESA TUOMELA J.N = JALI NÄRHI V.S = VILLE SIIPOLA S.JP = SATU JUMISKO-PYYKKÖ A.P = ATTE PARTANEN OCTOBER date 27.10. 9-16 Introduction to PDP J.J, M.M, J.R, K.K time program hosts ABBREVIATIONS NOVEMBER date 3.11. 10.11. 17.11. 18.11. 24.11. 25.11. 9-16 9-16 16-19 9-16 16-19 9-16 16-19 Sponsor presentation & team forming Emphatize & develop 3D-modeling workshop Define the problem Graphic Design workshop Ideation & innovative conceptual design UI workshop J.J, J.R, M.M, JM.T S.JP V.S, M.M, JM.T V.T, S.JP J.N, M.M J.J S.JP, Vincit time program hosts 11-12.11. WORKSHOPS ARE OPTIONAL
  • 10. 9 DECEMBER date 1.12. 2.12. 8.12. 9.12. 15.12. 16.12. 17.12. 21.12. 9-16 16-19 9-16 16-19 9-16 16-19 Prototype development 3D-printing workshop Creating experiments & testing Laser workshop Assess & integrate feedback Information design workshop Preparing for halfway gala Christmas holiday time program hosts - - V.S, M.M M.M S.JP M.M, J.N J.R, M.M, V.S V.S JANUARY date 12.1. 19.1. 20.1. 21.1. 26.1. 9-16 9-16 16-19 16-19 9-16 Halfway gala Repeating & pivoting in business design Electronics workshop 1/2 Electronics workshop 2/2 Prototype development time program hosts S.JP J.R A.P, J.N A.P, J.N V.S, M.M, JM.T
  • 11. FEBRUARY date 2.2. 3.2. 10.2. 16.2. 23.2. 24.2. 9-16 16-19 16-19 9-16 9-16 16-19 User testing Photo & Video workshop Presentation workshop Finalizing prototype Pitching & pitchdeck design T-shirt workshop time program hosts S.JP J.N M.M, J.N J.R M.M, JM.T MARCH date 9.3. 12.3. 9-16 9-16 Preparing for final gala Final gala time program hosts M.M J.J, S.JP 10
  • 12. WORKSHOPS Design Factory organizes workshop days for the machines and softwares and these workshops are additional and open for students, teachers and company representatives. In the workshops it is possi- ble to learn about VR, 3D-modeling and -printing and laser cutting for example. Workshops are a great possibility to learn skills that students may not be able to learn during their studies otherwise. Application for to the workshops happens in PAKKI (DF00CY70-3001), if you want more information about the workshops, please contact Markku Mikkonen, markku.mikkonen@hamk.fi wk 46 47 48 49 50 3D-modeling workshop Graphic design workshop UI workshop 3D-printing workshop Laser workshop theme Create graphical content to support the project (Jali Närhi) Create a 3D-printed object to support the prototype (Markku Mikkonen) Engrave and cut a sign for your gala (Markku Mikkonen) Design a 3D-model (Ville Siipola) Design a user interface and build a interactive prototype (Satu Jumisko-Pyykkö) 11.11. 18.11. 25.11. 02.12. 09.12. date 12.11. wk 51 3 5 6 8 Information Design Workshop Electronics workshop Photo & Video workshop Presentation workshop T-shirt workshop 21.01. 16.12. 20.01. 03.02. 10.02. 24.02. date theme Create professional material to support the presentations (Jali Närhi) Develop and invocate your own presentation skills and technique (Markku Mikkonen) Design and create your own team shirt (Juha-matti Torkkel) Create simple device using Arduino electronic platform(Atte Partanen) Create an infographic of your solution (Ville Siipola) Online Online Online Online Forssa Online Hameenlinna/Online .. Hameenlinna/Online .. Hameenlinna/Online .. Hameenlinna .. Every workshop is 16:00-19:00 11
  • 13. 12 HÄMEENLINNA FACILITIES IN Wood shop provides the tools and equipment, for working with different wood materials. From this work area you can find equipment like the bandsaw, table panel saw, wood planer and also space for woodwork storage. Wood Shop In metal shop, you can find the most essential and basic tools and equipment for metaling working. Like for example: MIG-welding, metal lathe, milling and sheet metal bender. Metal Shop In Laser corner, we have two different sized lasers for cutting and engraving projects. One for smaller and another for bigger projects. Materials, which work with our lasers are mainly softer materials like plywood, paper, acrylic, fabric and leather. LASER CORNER Laser Corner
  • 14. 13 HÄMEENLINNA FACILITIES IN Our electronic corner provides a possibility for building embedded systems like for example measuring systems, which can measure surrounding areas or processes. You could also build bigger and smarter systems like smart screens. Electronic corner Printing shop provides a possibility for printing with different type of materials for different needs. Here students can benefit from 3D printing, vinyl cutting, large scale poster printing and t-shirt or small fabric printing. Print Shop In our VR-lab, students can get a better and immersive understanding, when 3D modeling spaces or objects. For example, the VR space can be used for designing a surface area of an object, which then can be exported to our 3D printers in Print shop. Nerd-ery
  • 15. PEDAGOGY CO-CREATION Co-creation pedagogy is about students co-creat- ing solutions with business partners. Teachers are involved in co-designing challenges with compa- nies and guiding student's teamworking. 14
  • 16. CO-TEACHING Be helpful Value differences and learn from each other Resolve disagreements politely and professionaly Be flexible to try something different Be open to new and ideas Always students first What is co-teaching? One of the main contents of co-teaching is a jointly created shared vision, long-term planning and new communication models. Communication concludes the co-planning before a module, discussions and co-designing inside the module, student guidance during the module and functions related to the guidance but also joint reflection about the success after the module. 15
  • 17. CREATION BEING PART OF Co-design challenges with businesses should take into account: That challenges support developing competences and skills required in the learning goals of modules or the Degree Programs. Challenges should be open enough to leave room for students’ creativity and innovation. Every problem is multidisciplinary problem. Teachers should organize teams in a way that enable students to benefit from knowledge and methods from different disciplines and learn from each other. Solving of challenges should aim for something beneficial for the companies. 1. 2. 3. 4. Guidance for co-creation During the co-creation everyone has a development responsibility to the course and a role related to it. In Design Factory the roles have built around a thought that teachers and custom- ers seek to support and guide student teams who are responsible for the actual development. Co-creation demands a lot of planning, communication, reporting and actual doing but at the same time these things enables the shared success. The meaning of PDP is to build multidisci- plinary projects, where through the phenomena of working life can also develop knowledge for the content of one's own degree program. 16
  • 18. DAY/PART-TIME GUIDING IN PDP is divided in two categories. One being the lectures and the other being guidance. The guidance works as a support pillar for the teams’ development, better understanding of the subject and noticing different viewpoints. The purpose of guiding is not made for giving a ready-made solution. Instead, it is meant for supporting the students’ task to come up with the solution for the problem, the work around the solution and succeeding as a team. Guidance All of the teams have two coaches. Guiding sessions for the full-time students are held on Tuesdays from 13:00 to 16:00. On Tuesdays at 9:00-13:00 there will be teaching and lectures for the students. These lectures will be streamed and recorded for the part-time students. Part-time students’ coaching is held on Thursdays at 18:00-20:00. All the meetings are online meetings, unless otherwise agreed. Guiding day/part-time students 17
  • 19. The most relevant task for the teachers is to empower students with a better understanding of co-creation and collaboration skills. Teachers’ goal is to share their understanding, visions and support others to make learning circum- stances inspiring. With their given guidance and theories, teachers can imple- ment preconditions for students to feel efficient and have a sense of freedom. One other key factor to take notice of, is that teachers should approach the students with an open mindset and see them as individuals. For example, who they are, what they are good at and what their personal interests are. This in turn benefits the students growth and focus on unlocking the students full po- tential from the learning experience. Also giving students the possibility to create an environment to take learning into their own hands can help in devel- oping each individuals mindset and learning experience. CO-CREATIVE FACILITATORS TEACHERS AS “ “ - Markku Mikkonen 18
  • 20. The working environment in a Design Factory provides an opportunity for multidisciplinary, cooperation and co-creation type of working environments. Our goal is to provide an approachable learning and prototyping learning environment for students, teachers and companies. These environments can be offered through adjustable workstations like for example, in HAMK Hämeenlinna Design Factory: ENVIRONMENT LEARNING Design Factory believes in student first thinking and low hierarchy. All the students and teachers from different fields are welcome and all the knowledge is appreciated in DF. We want to be easily approachable and keep our doors open for new people and ideas. The stage work area is a large open space for smaller group working or larger lecture seminars. This space contains easily movable chairs and tables for teamworking, while also benefiting from whiteboards and simpler equipment for brainstorming. Like for example, sticky notes, pencils, tape, glue, cardboard, etc. War room is a teamwork space where anyone can come and go as they wish. In war room it is possible for three teams to work at the same time. The kitchen, located right next to the war room, offers free coffee to boost one's energy. Assembly Room, a large open work area, is located between all the different material work spaces. Assembly room can be found from the 1st floor of DF. This room is adjustable for different projects and their development needs for prototype building. All work spaces have predetermined staff members, who oversee the development of the spaces, equipment and induction training needed for others to use them. These work spaces are open for anyone to reserve and use for their own project needs. 19
  • 21. COMMMUNITY DESIGN FACTORY D E S I G N FACTORY FORSSA FORSSA HÄMEENLINNA HÄMEENLINNA RIIHIMÄKI RIIHIMÄKI VALKEAKOSKI VALKEAKOSKI Here are some of our stakeholders 20
  • 23. PROCESS DESIGN THINKING EMPATHIZE PREPARE REPEAT DEFINE IDEATE PROTOTYPE TEST ASSESS HAMK DESIGN FACTORY based on: Design Thinking Process Diagram* | d.school Executive Education modified by Jukka Raitanen, Jari Jussila, Vesa Tuomela & Reetta Kaikkonen Teaching in PDP is based on design thinking method. Design Thinking is based on accordance of Stanford’s Hasso Plattner Institute. Design Thinking is the crossing theme of the project which includes both getting to know to the theory and planning, doing and analyzing the practical experiments. 22
  • 24. TOOLS ANALYTICAL In co-creation pedagogy, many analytical tools are exploited to facilitate the learning process and to make all the stakeholders needs and capacities trans- parent. For example: TOOL 1 Co-creation pedagogy from cSchool towards HAMK Design Factory. Kunnari et. al. (2019) The pedagogical approach of this course is introduced in this article. Rapid Product Development in University-industry collaboration. Jussila et. al. (2020) TOOL 2 Experiences of applying Design Thinking Process are outlined in this article. The Lean Service Creation Handbook. Futurice (2019) TOOL 3 Introduces many canvases that the students use in the course. Design A Better Business Tools. www.designabetterbusiness.com TOOL 4 In addition to LSC canvases. Those canvases are used by the students in the course. 23
  • 25. KRISTIINA KIISKI COURSE COORDINATOR KRISTIINA.KIISKI@HAMK.FI +358 50 4085586 TIINA BJÖRKSOG COMPANY COORDINATOR TIINA.BJORKSOG@HAMK.FI +358 36 463443 STAFF PDP MARKKU MIKKONEN COURSE OPERATOR MARKKU.MIKKONEN@HAMK.FI +358 50 4763039 JARI JUSSILA COURSE PROFESSOR JARI.JUSSILA@HAMK.FI +358 50 4657285 24
  • 26. STAFF PDP JUKKA RAITANEN COURSE COACH JUKKA.RAITANEN@HAMK.FI +358 50 8368807 JUHA-MATTI TORKKEL VIRTUAL REALITY JUHA-MATTI.TORKKEL@HAMK.FI +358 50 5022040 JALI NÄRHI GRAPHICS DESIGN JALI.NARHI@HAMK.FI +358 44 3314112 25
  • 27. STAFF PDP VILLE SIIPOLA DESIGN LECTURER VILLE.SIIPOLA@HAMK.FI +358 50 3283987 SATU JUMISKO-PYYKKÖ SMART DESIGN SATU.JUMISKO-PYYKKO@HAMK.FI +358 50 3522837 VESA TUOMELA BUSINESS DESIGN VESA.TUOMELA@HAMK.FI +358 40 3509175 ANNE-MARI JÄRVENPÄÄ BIO ENGINEERING ANNE-MARI.JARVENPAA@HAMK.FI +358 40 0534131 26
  • 28. DESIGN FACTORY HÄME Häme Design Factory -project Häme Design Factory aims to build an innovation platform to the Kanta-Häme region, called Häme Design Factory. The activities of the innovation platform will be made available in the Kanta-Häme region to Forssa, Hämeenlinna and Riihimäki. Innovation platform is meant to develop the cooperation between the university of applied sciences and local SME’s, and by this way making it possible to enable the growth of the companies. With Häme Design Factory, a new innovation platform which has offices in all the three main city areas of Kanta Häme. The strategical partnership of HAMK and Aalto University opens the possibility to start Aalto Design Factory style product development area in Kanta-Häme. The operational model is built on the framework of Aalto Design Factory so that the local companies will gain productized packages to product development and service design. Häme Design operates as a networking platfrom that combines the necessary competences from differ- ent schools of HAMK. By this method, the customers have the knowledge and development competences of four research units and 23 different educations. The model will work excellently on those companies that do not have their own RD- department and those who need more development resources. PDP study module is part of Häme Design Factory -project. For more information: hamk.fi/projektit/hame-design-factory/ 27