Regardless of what different
trainers, consultants and gurus might suggest, I would think that there needs
to be a basic training methodology to enlighten devotees of Design Thinking. Not
just Design Thinking in the traditional sense, but a package that will provide
the new tools that can be almost automatically utilised over the net, combined
with the inherent mechanisms that are a part of Design Thinking.
Multidisciplinary expert and layman
crowd sourcing, rapid prototyping and testing are hallmarks of the DT process,
but there is no such thing as the perfect process. As technology and people
evolve, and as preferences for interactions become more and more web social
platform based, there has and always will emerge new methods to harvest,
monitor and make use of knowledge (not data) that comes out of these new ways
of doing.
So…what are some of the
approaches, methods and platforms that might be utilised to heighten the DT
experience? Let me in my own slightly whacky way try to suggest some. This is a
new consideration for me too, so it is by no means comprehensive. It has been
lying in the backburners of my mind for too long.
1.
Seniors, Adult, Youth and Teenage community
harvesting, that will truly enable bottom-up innovative thinking and design
processes to create solutions for global challenges, in set courses that draw
from
a.
The knowledge of local traditions and cultures
b.
The historical records of past failures, so we
can learn from ancient mistakes’ and past achievements, so expertise may be
rediscovered, and old knowledge reapplied
2.
A
21C training model with a VUCA world approach and concept, that combines
various other thinking skills, along the lines of:
a.
Critical
and Creative Thinking tools, such as Bono’s Six Thinking Hats
b.
Strategic
thinking to understand and position self
c. Entrepreneurship
thinking to understand the various definitions of profit, and how these can all
contribute to personal and organizational wealth (and I don’t mean just money
when I say wealth)
d.
Ethical
thinking as a foundation to play nice
3. Brain Computer Interface devices to
understand human performance better, and to deliver empirical evidence for
sometimes intangible results
a.
Enhancing,
training and retraining mind and brain performance
b. Learning
performance real time feedback, so unproductive protocols can be modified and
new training systems designed, perhaps even ones personalized for individuals
and organisations
4. Semantic
Big Data harvesting & Analytic Engines, informing of mistakes, correct
behaviours and assumptions, and evaluating decision making in real time
a. Usage and tracking interactions for
consumer, user and even staff behaviours
b. Sense
making on a massive data scale.
c. Personalised intelligence
dashboards to provide live feedback for fixed parameters, modifiable infinitely to incorporate new ways of
thinking and expectations.
5.
User
Experience & Graphical User Interfaces
a. Questing RPG & RPL Avatar in MMORPG-MOOC
environment
b. Game
dynamics overlay in living and working spaces
c. Augmented Reality to personalize training
systems and to collaborate globally
6.
Social
communities that leverage on emergent properties of
a. Crowd sourcing through topic maps and gaming
b. Collective
Intelligence portals
c. Real
Time Delphi ideation processes that will quickly build upon emerging ideas, to
provide new insights and solutions
quickly.
7.
Psychometrics
a. Pre
and post assessments that inform if behaviours and solutions that were being
researched, were actually targeted in the empathising and ideation process.
b. Formative
and summative assessments that guide training systems and protocol
This platform provides learners
with a flipped feedback model that enables independent, self-directed learning;
and team based project discussions and work in the training and working spaces.
It creates for learners, that moment to realise the world is not a problem to
be fixed, but a reality to be lived and experienced. It creates for the trainer,
the opportunity to show that it must be individual outcomes that are assessed
through meaningful activities; that should direct and guide training
methodologies. This is especially effective when outcomes can be seen in real
time.
The emergent properties of the
21C VUCA world are disruptive black swan events that demand we take that next
difficult leap to create a meaningful training model. The outcome will be
life-long learners with Autonomy, Purpose and Mastery; with the desire,
confidence and belief to make an impact through living successfully,
sustainably and ethically in this 21C VUCA world.
That was a mouthful.
Anyone want to have their brains
probed with some BCI devices?
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