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
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
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
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