knowledge management 2009 (3)
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Course 3 - First DraftTRANSCRIPT
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Knowledge Management 2009
Course 3
Tim Hoogenboom & Bolke de Bruin
http://www.timhoogenboom.nl
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Contents of Today
• Recapitulating last week
• What is design
• Traditional Design
• Design for participative learning
• The nuts and bolds of the Design framework
• Assignment
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Wrapping it up
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Social Learning Theory
• Four presmises– We humans are social beings; – Knowing is a participating in pursuing an enterprise; – Knowledge then is a matter of competence accomplished in
pursuing these enterprises; and – Meaning is what learning is to produce.
• Social Learning TheoryLearning in a fundamental social phenomenon, rooted in doing, by being active participants in practices while constructing identities.
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Components of (social) learning
Learning is an individual process – no, it’s social tooLearning has a beginning and an end – no, it’s continuous and life-longLearning is best done in separate environments – no, in social practicesLearning is the result of teaching – no, learning is part of everyday life
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Design Thinking
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Engineering Method
• Linear approach
• Two distinct phases: problem definition and problem solution.– Problem definition: analytic sequence determining elements of
problem, while specifying the requirements of successful design– Problem solution: synthetic sequence combining and balancing
various elements into production-ready plan.
• Critiques:– Reality, and thus social learning, is indeterminate– Design Method, instead of Design Theory which way to go?
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Traditional Organizational Design
• Value Chain Management – Porter• Organizational Configuration – Mintzberg• Enterprise Architecture – Zachmann• Balanced Scorecard – Kaplan and Norton• Core Competencies – Pralahad and Hamel• Scientific Management – Taylor• 7S Model – Peters and Waterman
Structuralists and determinists
are radiating joy now!
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Design in a nutshell
• Design organizations as architectures for learning
• We have four design interventions (areas of influence) we need to balance:– Meaning, Time, Space, Power
• As to learning, organizations consist of 3 infrastructures– Engagement, Imagination, Alignment
• Infrastructures are specific interventions
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Defining Design
• Design is the conception and planning of the artificial (Buchanan, 1992, p.14)
• Design is to initiate change in man-made things (Jones, 1992, p.4)
• Design a purposeful activity to transform human thinking and behavior (MIW, 2009)
• Design is about “producing affordances for the negotiation of meaning, but not the meaning itself” (Wenger, 1998, p.228)
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Difficulties Design
• Design as a craft (ask any artisan)
• Design by drawing (ask any engineer)
• Design as a process (ask program manager)
• Design without a product (who should we ask… You?)
Hindsight: If we had known at the start what we know now we’d never designed it like this (p.xxv)
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Design Interventions
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Duality?
A single conceptual unit that is formed by
two inseparable and mutually constitutive elements whose
inherent tension and complimentarity give
the concept richness and dynamism
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Designing for Participation
Learning can’t be designed – it can only be frustrated or facilitated
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A Design Framework
ENGAGEMENT IMAGINATION ALIGNMENT
PARTICIPATION/
REIFICATION
Combining them meaningfully in actions, interactions and creation of shared histories
Stories, playing with forms, recombinations, assumptions
Styles and discourses
DESIGNED/
EMERGENT
Situated improvisation within a regime of mutual accountability
Scenarios, possible worlds, simulations, perceiving new broad patterns
Communication, feedback, coordination, renegotiation, realignment
LOCAL/
GLOBAL
Multi-membership, brokering, peripherality, conversations
Models, maps, representations, visits, tours
Standards, shared infrastructures, centers of authority
IDENTIFICATION/
NEGOTIABILITY
Mutuality through shared action, situated negotiation, marginalization
New trajectories, empathy, stereotypes, explanations
Inspirations, fields of influence, reciprocity of power relations
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Social Software
• From bonobo monkeys to posthumanistic monkeys
• In order for social sofware to trigger sociality:
Objects:
– should be question generating– offer relational opportunities – have a structure of lacks
• Social software is thus all about object-centered sociality
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Assignment
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