F.E.H.M. Smulders
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1
The purpose of this thesis is to investigate how organisations can improve the effectiveness of innovation implementation. To achieve this, a combination of qualitative research and literature review are conducted, diving into the field of implementation science. Insights from practitioners regarding implementation processes are combined with relevant literature to identify the important causes of implementation failure.
Following the Design Science Research methodology, two artefacts were developed. The first artefact focuses on refining a widely used framework among practitioners, aiming to enhance its effectiveness. The second artefact addresses the evidence-practice gap, which highlights the disconnect between theoretical knowledge and practical application. This artefact synthesises the findings of the study to improve implementation practices.
Ultimately, the goal of this thesis is to enhance innovation implementation by providing practitioners with two artefacts that integrate comprehensive insights from both research and practice. These contributions are intended to support organisations in overcoming the challenges associated with innovation implementation and achieving greater success. ...
The purpose of this thesis is to investigate how organisations can improve the effectiveness of innovation implementation. To achieve this, a combination of qualitative research and literature review are conducted, diving into the field of implementation science. Insights from practitioners regarding implementation processes are combined with relevant literature to identify the important causes of implementation failure.
Following the Design Science Research methodology, two artefacts were developed. The first artefact focuses on refining a widely used framework among practitioners, aiming to enhance its effectiveness. The second artefact addresses the evidence-practice gap, which highlights the disconnect between theoretical knowledge and practical application. This artefact synthesises the findings of the study to improve implementation practices.
Ultimately, the goal of this thesis is to enhance innovation implementation by providing practitioners with two artefacts that integrate comprehensive insights from both research and practice. These contributions are intended to support organisations in overcoming the challenges associated with innovation implementation and achieving greater success.
Design as a grounded approach to policy making
“Straffen op maat” through the lens of a design project
Mending a broken innovation process
A study of the interactions in the innovation process to improve the implementation of innovation by design
From a design point of view, there is value in involving the different stakeholders throughout the project to create a good solution for an existing problem by synchronizing the various parties. For this purpose, the Zegiswijzer is created. It is a tool that helps structure an additional interaction on the interface between DICTU and their client to make a smooth transition between the different organizations to synchronize their languages. This is done in a workshop by (1) defining the problem and the relevant stakeholders and their connections and by stating the ambition (2) by defining success and illustrating the solution. The next step is to reflect (3) on the first two steps, is the problem definition still accurate? Does the proposed solution indeed solve the problem? Or is it necessary to reframe the problem and/or solution? After this reflection, the path (4) is defined to go from problem to solution and state the expected risks and needed resources. With this step, not only the start of the project and the go-live of the product are considered, but also the phase after the go-live. What is needed to implement the product? And how will the organization adopt the product? Then, a collaborative decision (5) on how to continue is made. Based on the combined perspectives of the stakeholders, a well-informed decision can be made on whether to accept the project, adjust it, or don’t accept the project.
The implementation and development of the Zegiswijzer is captured in a roadmap. A future is envisioned in which valuable products/services are created, developed, delivered, and implemented in the Ministry of EZK/LNV by organizing the projects around close inter- and intra-organizational collaboration to create a profound understanding of the context facilitated by DICTU makes use of the Zegiswijzer. This future is realized by first using the Zegiswijzer on the interface between DICTU and its client to challenge the status quo of silo working. Then, DICTU should proactively engage in activities to create a profound understanding of the client’s business and gain legitimacy and trust for their position. The last step is for DICTU to take the role of partner, which leads to the realization of the vision. Future research should investigate the effect of following this designerly interaction on the interface between DICTU and the client and the implications it has on the implementation. ...
From a design point of view, there is value in involving the different stakeholders throughout the project to create a good solution for an existing problem by synchronizing the various parties. For this purpose, the Zegiswijzer is created. It is a tool that helps structure an additional interaction on the interface between DICTU and their client to make a smooth transition between the different organizations to synchronize their languages. This is done in a workshop by (1) defining the problem and the relevant stakeholders and their connections and by stating the ambition (2) by defining success and illustrating the solution. The next step is to reflect (3) on the first two steps, is the problem definition still accurate? Does the proposed solution indeed solve the problem? Or is it necessary to reframe the problem and/or solution? After this reflection, the path (4) is defined to go from problem to solution and state the expected risks and needed resources. With this step, not only the start of the project and the go-live of the product are considered, but also the phase after the go-live. What is needed to implement the product? And how will the organization adopt the product? Then, a collaborative decision (5) on how to continue is made. Based on the combined perspectives of the stakeholders, a well-informed decision can be made on whether to accept the project, adjust it, or don’t accept the project.
The implementation and development of the Zegiswijzer is captured in a roadmap. A future is envisioned in which valuable products/services are created, developed, delivered, and implemented in the Ministry of EZK/LNV by organizing the projects around close inter- and intra-organizational collaboration to create a profound understanding of the context facilitated by DICTU makes use of the Zegiswijzer. This future is realized by first using the Zegiswijzer on the interface between DICTU and its client to challenge the status quo of silo working. Then, DICTU should proactively engage in activities to create a profound understanding of the client’s business and gain legitimacy and trust for their position. The last step is for DICTU to take the role of partner, which leads to the realization of the vision. Future research should investigate the effect of following this designerly interaction on the interface between DICTU and the client and the implications it has on the implementation.
Research on waterlogging and interventions in Ricanau Mofo
Scientific study on mitigating water nuisance through socio-technical intervention assessment
Three strategies are proposed. The first focuses on addressing land erosion. Planting vegetation on critically eroding areas is a short term measure, while the long-term involves constructing footpaths with drainage channels. This not only mitigates soil erosion, but also regulates water and is relatively cost efficient. The second strategy targets the river bank erosion, which includes wooden bulkheads with vegetation and stones for short term implementation. For the long term, a river bank protection system with groynes is designed, to break waves, slow down the stream velocity and in time causes land gain. As the long term plans require external financial aid, a business case is set up and shared with the captain of Ricanau Mofo, STEORR, the District Commissioner and the Ministry of Public Works. The third strategy addresses water damage in the urban environment. Short-term it consists of providing building guidelines of where to build more water adaptive, and how. This is placed on an informational board in the village. The long-term contains a flood early warning system and recommended equipment.
This project's significance lies in identifying interventions that are effective against erosion and water damage while being locally implementable in the rural areas of Surinam. It can be seen as a pilot project that is scalable to other villages along the Cottica River or in the whole of Surinam. However, there are limitations to the project. The most important is the lack of data quantity and data quality. This caused implications for dimensioning the interventions and their financial impact. Another limitation is that the project does not create ‘dry feet’ for the village; it creates a way of mitigating water damage while living next to the Cottica River. In addition, there is a limitation in the financing of follow-up projects. Therefore, a business case is also being delivered to the Ministry of Public Works, the District Commissioner of Marowijne South-West and the captain of Ricanau Mofo. They can use it to apply for funds from international organisations and include it in future policy plans.
To summarise, Ricanau Mofo can become more water adaptive by regulating how to build and where, by continuing the prototype of the bulkheads by planting more vegetation and, by requesting financial aid for the river bank protection long term. As Figure 0.2 shows, it not only contributes as a report, but also in a tangible form of a prototype and in educational information boards in the local language to enhance the continuity and help the village. ...
Three strategies are proposed. The first focuses on addressing land erosion. Planting vegetation on critically eroding areas is a short term measure, while the long-term involves constructing footpaths with drainage channels. This not only mitigates soil erosion, but also regulates water and is relatively cost efficient. The second strategy targets the river bank erosion, which includes wooden bulkheads with vegetation and stones for short term implementation. For the long term, a river bank protection system with groynes is designed, to break waves, slow down the stream velocity and in time causes land gain. As the long term plans require external financial aid, a business case is set up and shared with the captain of Ricanau Mofo, STEORR, the District Commissioner and the Ministry of Public Works. The third strategy addresses water damage in the urban environment. Short-term it consists of providing building guidelines of where to build more water adaptive, and how. This is placed on an informational board in the village. The long-term contains a flood early warning system and recommended equipment.
This project's significance lies in identifying interventions that are effective against erosion and water damage while being locally implementable in the rural areas of Surinam. It can be seen as a pilot project that is scalable to other villages along the Cottica River or in the whole of Surinam. However, there are limitations to the project. The most important is the lack of data quantity and data quality. This caused implications for dimensioning the interventions and their financial impact. Another limitation is that the project does not create ‘dry feet’ for the village; it creates a way of mitigating water damage while living next to the Cottica River. In addition, there is a limitation in the financing of follow-up projects. Therefore, a business case is also being delivered to the Ministry of Public Works, the District Commissioner of Marowijne South-West and the captain of Ricanau Mofo. They can use it to apply for funds from international organisations and include it in future policy plans.
To summarise, Ricanau Mofo can become more water adaptive by regulating how to build and where, by continuing the prototype of the bulkheads by planting more vegetation and, by requesting financial aid for the river bank protection long term. As Figure 0.2 shows, it not only contributes as a report, but also in a tangible form of a prototype and in educational information boards in the local language to enhance the continuity and help the village.
Synchronizing juniors with senior consultants
A digital boundary object
Interviews with senior team members were conducted to understand the scope. Out of these interviews it became clear that there were three areas with room for improvement within the current OD approach, namely ‘knowledge management’, ‘approach standardization’ and ‘visualization’. It was decided to chose approach standardization as the focus for the rest of the project.
A second round of interviews was performed to answer why, what, and how the approach should be standardized. Out of these interviews the underlying problem came to the surface: due to experience the senior members in the team know what they are doing but they miss the simple tools/documents to bring this across to juniors or people outside the team. This problem has been used as the basis for the design statement of this project, which is: design a tool for the X team that brings overview and gives the team the completeness to express their expertise.
Based on the earlier gathered insights the OD toolbox was designed. The toolbox consists of two tools: the OD expertise map and the approach generator. The toolbox was validated with seniors and juniors of the team and seen as valuable. It turned out that the purpose of the OD toolbox is to create a shared understanding among members of the team and in this way synchronization of the different mindsets between the seniors and juniors is facilitated. The tool works as a boundary object because it is used differently by seniors and juniors. The seniors will use the tool as a quick catch up for information and juniors mostly use the tool to understand OD projects. ...
Interviews with senior team members were conducted to understand the scope. Out of these interviews it became clear that there were three areas with room for improvement within the current OD approach, namely ‘knowledge management’, ‘approach standardization’ and ‘visualization’. It was decided to chose approach standardization as the focus for the rest of the project.
A second round of interviews was performed to answer why, what, and how the approach should be standardized. Out of these interviews the underlying problem came to the surface: due to experience the senior members in the team know what they are doing but they miss the simple tools/documents to bring this across to juniors or people outside the team. This problem has been used as the basis for the design statement of this project, which is: design a tool for the X team that brings overview and gives the team the completeness to express their expertise.
Based on the earlier gathered insights the OD toolbox was designed. The toolbox consists of two tools: the OD expertise map and the approach generator. The toolbox was validated with seniors and juniors of the team and seen as valuable. It turned out that the purpose of the OD toolbox is to create a shared understanding among members of the team and in this way synchronization of the different mindsets between the seniors and juniors is facilitated. The tool works as a boundary object because it is used differently by seniors and juniors. The seniors will use the tool as a quick catch up for information and juniors mostly use the tool to understand OD projects.
Tourism growth vs. local challenges
A system design approach for resilience against the pressure of tourism in the Keukenhof region
Delivering B2B experiences that make Exact stand out
A participatory learning approach to Customer Journey Management
Contextual information sharing in patient referrals
Facilitating implicit information exchange in interdisciplinary communication
How design helps to cultivate effective suspense
Refining X!Delft's value proposition
This thesis is the result of a graduation project in the domain of transformative museum experiences. The project has been executed in collaboration with the Van Gogh Museum (VGM) in Amsterdam with a focus on high school teenagers. The project aims to find promising ways to facilitate museum experiences for teens that are both entertaining and educational. Experiences that enable these teens to gain substantial new insights, develop (new) skills and grow in their behavior. In other words, experiences that enable personal transformations. Currently, many of teens describe their VGM experiences as dull and irrelevant to their personal lives. To address this, VGM formulated design challenges regarding interactive narratives and suggestions for a multimedia tour (MMT) for teens. Within this thesis, the context of those challenges has been explored. The following four domains were analyzed; VGM, teens, interactive narratives and transformative experience design. The insights within these domains led to the following research question: “How to design for transformative teen experiences at VGM while also designing a fitting interactive narrative and suggestions for an MMT?” Two existing models were combined to ensure a holistic reference when designing for transformative experiences. The first one, the Contextual Model of Learning (Falk & Dierking, 2012) and the experiential journey (Bär & Boschouwers, 2019). Based on the vision and requirements, six design iterations were performed: two co-creation sessions, three individual creative sessions and VGM expert meetings. The iterations resulted in varying loose ideas, concept proposals, specific narrative content regarding Van Gogh and design implications for an MMT at VGM. Results that, all together, enabled the creation of the final proposed concept, Vincent & I. The concept describes four perspectives regarding the transformative teen experience at VGM. First, the experiential journey is presented in which not only the museum visit but also the pre- and post-visit stages (in class) are considered. Secondly, six different stages within the museum are described: introducing, exploring, selecting, discovering, recharging and wrapping-up. Within this museum visit, an interactive narrative structure was created. This structure consists of two different narrative directions, four themes (determining the narrative content), 6 “must-see” plus 4 “your choice” paintings and four narrative elements: information, open questions, multiple choice questions and activities. Finally, design suggestions for an MMT were made. These suggestions provide examples for the visual and auditory elements needed to communicate the interactive narratives. The concept was tested with 25 teens at VGM resulting in insights indicating initial transformative experiences. This thesis is concluded with a proposed initial design approach for future projects that consider designing for transformative museum experiences. ...
This thesis is the result of a graduation project in the domain of transformative museum experiences. The project has been executed in collaboration with the Van Gogh Museum (VGM) in Amsterdam with a focus on high school teenagers. The project aims to find promising ways to facilitate museum experiences for teens that are both entertaining and educational. Experiences that enable these teens to gain substantial new insights, develop (new) skills and grow in their behavior. In other words, experiences that enable personal transformations. Currently, many of teens describe their VGM experiences as dull and irrelevant to their personal lives. To address this, VGM formulated design challenges regarding interactive narratives and suggestions for a multimedia tour (MMT) for teens. Within this thesis, the context of those challenges has been explored. The following four domains were analyzed; VGM, teens, interactive narratives and transformative experience design. The insights within these domains led to the following research question: “How to design for transformative teen experiences at VGM while also designing a fitting interactive narrative and suggestions for an MMT?” Two existing models were combined to ensure a holistic reference when designing for transformative experiences. The first one, the Contextual Model of Learning (Falk & Dierking, 2012) and the experiential journey (Bär & Boschouwers, 2019). Based on the vision and requirements, six design iterations were performed: two co-creation sessions, three individual creative sessions and VGM expert meetings. The iterations resulted in varying loose ideas, concept proposals, specific narrative content regarding Van Gogh and design implications for an MMT at VGM. Results that, all together, enabled the creation of the final proposed concept, Vincent & I. The concept describes four perspectives regarding the transformative teen experience at VGM. First, the experiential journey is presented in which not only the museum visit but also the pre- and post-visit stages (in class) are considered. Secondly, six different stages within the museum are described: introducing, exploring, selecting, discovering, recharging and wrapping-up. Within this museum visit, an interactive narrative structure was created. This structure consists of two different narrative directions, four themes (determining the narrative content), 6 “must-see” plus 4 “your choice” paintings and four narrative elements: information, open questions, multiple choice questions and activities. Finally, design suggestions for an MMT were made. These suggestions provide examples for the visual and auditory elements needed to communicate the interactive narratives. The concept was tested with 25 teens at VGM resulting in insights indicating initial transformative experiences. This thesis is concluded with a proposed initial design approach for future projects that consider designing for transformative museum experiences.
Employee Involvement in Strategy Realization
Designing a tool to motivate employees for strategy realization by creating a win-win between the organization's objectives and employees' interest
Insight into the perspective of the employee on the strategic realization phase provided knowledge on how to improve their motivation for strategy realization. Three parts of this perspective were researched: the influence of the organizational context the employee functions in, the employees' experience of the strategy and general motivators of the employee. With these insights, a holistic and practical solution was designed to facilitate organizations in triggering their employees to adventure in strategy realization. This solution is based on the idea of enhancing the employees' intrinsic motivation by creating a win-win situation for them and the organization. Through six steps the organization is facilitated in linking the personal development of the employee to the strategic objectives which addresses the intrinsic motivation of the employee. In the designed trajectory, the organization is aided in the specification of their strategy by determining which skills and capabilities are needed for the realization. Next, the employees are guided in the discovery of their desired skills and ambitions. Lastly, the canvas kit facilitates the process of making a connection between the employees' desires in development and the skills required for the realization of the strategy. ...
Insight into the perspective of the employee on the strategic realization phase provided knowledge on how to improve their motivation for strategy realization. Three parts of this perspective were researched: the influence of the organizational context the employee functions in, the employees' experience of the strategy and general motivators of the employee. With these insights, a holistic and practical solution was designed to facilitate organizations in triggering their employees to adventure in strategy realization. This solution is based on the idea of enhancing the employees' intrinsic motivation by creating a win-win situation for them and the organization. Through six steps the organization is facilitated in linking the personal development of the employee to the strategic objectives which addresses the intrinsic motivation of the employee. In the designed trajectory, the organization is aided in the specification of their strategy by determining which skills and capabilities are needed for the realization. Next, the employees are guided in the discovery of their desired skills and ambitions. Lastly, the canvas kit facilitates the process of making a connection between the employees' desires in development and the skills required for the realization of the strategy.
Beyond Monetary value
An alternative approach to creating value with innovation
Lately, design has received increased attention from companies that want to anticipate on market turbulence. Design is seen as a way to overcome creative destruction, helping companies to maintain their competitiveness in the marketplace. From multiple accounts, design and design thinking are seen to add value to businesses, organisations, (innovation) processes, products and services. However, the fact that the added value of design and design thinking is mainly described by anecdotal cases of businesses and organisations that successfully make use of design and design thinking seems to ignore the process that precedes the situation whereby design is fully operationalised in and adds value to innovation processes.
It is therefore that this research project is executed with the aim of exploring the implications of design when being embedded in a company’s innovation process. Based on current collaborations between the Delft University of Technology’s IDE faculty and various businesses, three companies have been found suitable for examination in the context of this research project. As a result, three cases can be described
through conducting empirical research, whereby further insights into these cases are provided through conducting two rounds of interviews.
The data derived during this research project show that a design project is seen to be initiated by a non-design project brief, that design is positioned in the Fuzzy Front End of innovation processes and that design is employed in a separated type of department. It also becomes clear that an emerging disconnection emerges between the design output and the innovation process that is already put in place. It is found that this disconnection can be traced back to a barrier that is positioned within the higher ranks of companies as well as a barrier is perceived in the way companies have set-up their organisational structure relative to the design output.
It is concluded that design should become an ‘implemented reality’ and it should be incorporated into the ‘thought processes of a company’s organisational structure’ when companies want to successfully make use of design with the aim of arriving at outcomes other than their current innovation processes are producing. Therefore, companies should adapt, revise and/or redesign each aspect of their innovation process that is either preceding or coming after the embedded design element in order to fully facilitate an innovation cycle. ...
Lately, design has received increased attention from companies that want to anticipate on market turbulence. Design is seen as a way to overcome creative destruction, helping companies to maintain their competitiveness in the marketplace. From multiple accounts, design and design thinking are seen to add value to businesses, organisations, (innovation) processes, products and services. However, the fact that the added value of design and design thinking is mainly described by anecdotal cases of businesses and organisations that successfully make use of design and design thinking seems to ignore the process that precedes the situation whereby design is fully operationalised in and adds value to innovation processes.
It is therefore that this research project is executed with the aim of exploring the implications of design when being embedded in a company’s innovation process. Based on current collaborations between the Delft University of Technology’s IDE faculty and various businesses, three companies have been found suitable for examination in the context of this research project. As a result, three cases can be described
through conducting empirical research, whereby further insights into these cases are provided through conducting two rounds of interviews.
The data derived during this research project show that a design project is seen to be initiated by a non-design project brief, that design is positioned in the Fuzzy Front End of innovation processes and that design is employed in a separated type of department. It also becomes clear that an emerging disconnection emerges between the design output and the innovation process that is already put in place. It is found that this disconnection can be traced back to a barrier that is positioned within the higher ranks of companies as well as a barrier is perceived in the way companies have set-up their organisational structure relative to the design output.
It is concluded that design should become an ‘implemented reality’ and it should be incorporated into the ‘thought processes of a company’s organisational structure’ when companies want to successfully make use of design with the aim of arriving at outcomes other than their current innovation processes are producing. Therefore, companies should adapt, revise and/or redesign each aspect of their innovation process that is either preceding or coming after the embedded design element in order to fully facilitate an innovation cycle.
The mountain of tomorrow
A toolset for building recurring long-term relationships through mutual understanding
However, innovation should happen in the right direction. The idea of innovating just for the sake of growth is outdated and obsolete. The world is out of balance and our current economy is failing us, which means that it is of high importance that we move towards a balance in which we meet the needs of all within the means of our planet.
Outside Inc. tries to contribute to this highly ambitious goal by creating innovation acceleration programs together with existing organisations that will help them find new products and services. These programs combine the entrepreneurial qualities of people with a more sustainable and social mind-set.
In order to make a real impact, Outside Inc. currently needs to grow. Not necessarily grow to become the biggest or the most profitable, but grow to become more resilient. They believe that this growth should be accomplished by creating more recurring long-term relationships instead of the single short-term relationship that are currently mostly formed with their clients.
An extensive research was conducted in order to generate insights into why client relationships are mostly single short-term. A company analysis, a case study of 8 cases and a client analysis based on 6 interviews and 2 observations uncovered, among other insights, three underlying reasons: a miss-alignment in the expectations, a diminishing of the perceived added value and a doubt about the effectiveness of the program.
In order to provide the first step towards solving these problems, a toolset is developed. This toolset consists of a workshop format, an A1 canvas and a set of cards that function as a conversation facilitation tool. The toolset is to be used in a kick-off session at the beginning of a project by the core-team. This core-team exists of two program managers and one to three representatives of the client.
By using this toolset together with the core-team, Outside Inc. program managers are able to manage the expectations, provide proper demarcation, build an understanding of the client, make the client co-owner of the process and provide a foundation for a possible new fit in the future.
Furthermore, Outside Inc. is advised to continue with the improvement of their own identity and value proposition. By doing so, Outside Inc. can make the fit between the client and the value proposition easier and more adaptable to the evolution of the client.
It is also advised that Outside Inc. continues to do more client research then before. Not only by means of traditional customer research (e.g. evaluation forms/surveys etc.) but also by personally interviewing clients after approximately 1 year after finishing the program. By doing so, Outside Inc. gains valuable information but also builds a new connection with the client that could result in future programs, which could in turn, result in a recurring long-term relationship. ...
However, innovation should happen in the right direction. The idea of innovating just for the sake of growth is outdated and obsolete. The world is out of balance and our current economy is failing us, which means that it is of high importance that we move towards a balance in which we meet the needs of all within the means of our planet.
Outside Inc. tries to contribute to this highly ambitious goal by creating innovation acceleration programs together with existing organisations that will help them find new products and services. These programs combine the entrepreneurial qualities of people with a more sustainable and social mind-set.
In order to make a real impact, Outside Inc. currently needs to grow. Not necessarily grow to become the biggest or the most profitable, but grow to become more resilient. They believe that this growth should be accomplished by creating more recurring long-term relationships instead of the single short-term relationship that are currently mostly formed with their clients.
An extensive research was conducted in order to generate insights into why client relationships are mostly single short-term. A company analysis, a case study of 8 cases and a client analysis based on 6 interviews and 2 observations uncovered, among other insights, three underlying reasons: a miss-alignment in the expectations, a diminishing of the perceived added value and a doubt about the effectiveness of the program.
In order to provide the first step towards solving these problems, a toolset is developed. This toolset consists of a workshop format, an A1 canvas and a set of cards that function as a conversation facilitation tool. The toolset is to be used in a kick-off session at the beginning of a project by the core-team. This core-team exists of two program managers and one to three representatives of the client.
By using this toolset together with the core-team, Outside Inc. program managers are able to manage the expectations, provide proper demarcation, build an understanding of the client, make the client co-owner of the process and provide a foundation for a possible new fit in the future.
Furthermore, Outside Inc. is advised to continue with the improvement of their own identity and value proposition. By doing so, Outside Inc. can make the fit between the client and the value proposition easier and more adaptable to the evolution of the client.
It is also advised that Outside Inc. continues to do more client research then before. Not only by means of traditional customer research (e.g. evaluation forms/surveys etc.) but also by personally interviewing clients after approximately 1 year after finishing the program. By doing so, Outside Inc. gains valuable information but also builds a new connection with the client that could result in future programs, which could in turn, result in a recurring long-term relationship.
Optimising and improving the performance of a project management organisation
The design and development of a tool which accomodates and facilitates the projects- and process management of Ericis b.v
Towards controlled innovation of complex objects.
A sociotechnical approach to describing ship design
Within the ship design industry, and in particular in the development of large, complex and innovative vessels experienced ship designers play an important role in organizing and structuring the design process. How this actually happens within projects that develop such large, complex and innovative vessels for a single client is not clear. This observation lead to a broad, initial research question as the starting point for further research. How are innovative, large and complex vessels developed in practice?
Because of the broad, explorative nature of this research question it was not possible to apply a research strategy aimed on justification and validation, an approach more common in ship design. After the evaluation of several alternatives a Deweyan inquiry was selected as most promising for this research, as it allowed for the parallel development of theory and practice in a pragmatic approach.
One of the first steps was to provisionally pinpoint and frame the initial doubtful situation based on observations in both theory and practice. The current state-of-the-art ship design literature was analysed to determine the creative elements in each design strategy. To enable this analysis CK theory was applied. CK is an approach introduced as a unifying theory to describe creative design, it differentiates between two distinct ‘spaces’ with their own rules and logic: the Knowledge space, which is based on propositions that are either true or false and the Concept space, where propositions are still undetermined and can either be true or false. To describe creative design, a design process should describe steps from the knowledge space into the concept space and vice versa.
The analysis showed that the majority of design processes do not describe the full scope of creative activities, but only concentrate on parts of the ship design process. Creative ship design, system based design and requirement elucidation explore a broader scope of the ship design process, concentrating full creative design of the overall ship design, or in the case of requirement elucidation of both the requirements and the ship design. To analyse the four case studies CK theory was complemented by the system thinking perspective observed in literature. Both were applied to analyse the development of four vessels: the SWind1000, the Greenstream, the Bourbon Orca and the Pioneering Spirit. In each of these case studies the project did not concentrate on a single level of decomposition (a focus on either the business case, the ship design, the system design or component design) but developed multiple levels of decomposition in parallel. For example, in the development of the Bourbon Orca, the project team worked on the hull design, the deck equipment and the propulsion system (system level) in parallel with the overall layout of the vessel (ship design level).
This phenomena, called ‘coevolution’ between solutions on different levels of decomposition appears to be a key part in innovative ship design, allowing creative solutions to develop and influence each other. These creative developments often occur within different companies or different departments of the same company, resulting in considerable interaction between the involved actors.
During the analysis of the development of the four vessels, complemented with a series of interviews and an additional reference case it became clear that one of the most important roles of the experienced ship designers was to handle and manage the interaction between different actors caused by coevolving solutions. There were two dimensions to this interaction: the technical dimension illustrates the content of the interaction, the social dimension concentrates on the way the information is transferred. Based on these observations and an initial choice to explore the technical dimension of the interaction the following constructive hypothesis was developed, as a starting point to evaluate the observations made in both practice and theory: To improve the development of coevolving innovative solutions a design process should focus on two levels of decomposition, allow for weak system boundaries and take into account the technical dimension (the content) of the interaction.
In practice, experienced naval architects are more than capable of developing innovative solutions. However, to improve such processes more control would be preferable without constraining the initiation of creative solutions. Based on the initial review a more controlled process should include the following elements: the definition of potentially innovative solutions, the involvement of technology partners and other actors, support the integration and coevolution within weak boundaries and manage the timing of creativity.
To develop a design strategy capable of taking the technical dimension of the interaction into account, a model was necessary that describes cohesion within a system of systems. This model could in a later stages be used as a template for a design strategy.
The model to determine the cohesion in a system-of-systems is based on the individual system description using the aspects Form, Characteristics, Performance and Function, which is the same on each level of decomposition. Five relations were determined outside the system boundaries: decomposing and integrating a system (the form of system X – the form of system X-1 and vice versa), the contextual influence (form of system X – characteristics of system X-1) and the performance – function cohesion (function of system X – performance of system X-1 and vice versa). This results in the overall model of the cohesion shown in figure 1.
The model of cohesion was used as a template to develop a design strategy taking the technical dimension of the interaction into account. The strategy developed in this research starts from a required ship functionality (the objective), which is developed into different sets of system performance parameters, which lead to the individual system developments. In a later stage, these individual system developments are integrated into the overall ship design and evaluated (figure 2). This is a departure from the conventional approach within the ship design industry, which often starts from an existing general arrangement.
The design strategy was applied during the development of two Ulstein Design & Solutions B.V. (formerly known as Ulstein Sea of Solutions, USoS) vessels: the Ulstein xi Performance/ Characteristics (parameters) Form Form Characteristics Performance Objective (function) Ship Design System Design A-B-C... n (5) (2) (3) (4) (6) time Existing business-case Existing components Function Function System X System X+1 Form Form Performance Characteristics Performance Characteristics Function Design X+2 Form Performance Characteristics System X-1 AXDS, an arctic drillship developed for Statoil and the Bravenes, a subsea rock installation vessel developed for Van Oord. The first project was developed with active influence of the researcher, as I was involved as a naval architect and design process guardian. The second project was provided with the initial documentation, but was not actively influenced by my involvement.
The application of an explicit design strategy had a considerable effect on both projects. Both designs were considered very innovative without major showstoppers. Even though there are only two projects available, the design strategy still appears to have a positive influence on defining innovative solutions, the structured involvement of technology Figure 1. The model of cohesion Figure 2. The design strategy, based on the interaction between system and ship design xii partners and the integration and coevolution of new solutions as well as the timing of creativity in the process. For this particular purpose, the design strategy was well suited, relevant and provided a workable and sufficient flexible solution. This confirmed the idea that design strategies that take coevolving solutions and the technical dimension of interaction into account provide a better description of the innovative ship design process.
During the hypothesis and model development in this research the social dimension of the interaction was not taken into account. During the experiments the role of this social dimension became more evident, as the explicit design strategy required different actors to think and discuss their role within the project. For further research, a proposal is developed to explore the social dimension of the interaction between actors in the design process, as a new starting point or ‘doubtful situation’ in further research. Such a research could for example concentrate on boundary objects, process models or synchronizing activities.
This research explored the way experienced ship designers develop innovative solutions, it revealed that the current ship design methods insufficiently describe the process of coevolving solutions, including the interaction between the different actors that result from this. This dissertation does not result in a complete prescriptive method to control innovative design, but it explores, identifies and evaluates the key parameters that should be taken into account in such approaches. xiii