knowledge management 2009 (3)

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Page 1: Knowledge Management 2009 (3)

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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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