At the centre of the programme are three transdisciplinary Design Studio projects, where students train and polish their ability to conduct research and notice areas of opportunity, to sense the current limits of technology and how to expand those borders, to notice changes in people’s needs and habits and uncover new possibilities by reframing familiar problems. The focus of learning is in defining opportunities and creating concepts through a design-led innovation process. Acquiring the theoretical knowledge and practical skills necessary to perform these conceptual developments prepares professionals who are able to handle contemporary complex issues and search for hidden opportunities in order to develop these into value-creating concepts.
All projects are run in small multidisciplinary teams mixing different skills and backgrounds, engineers and designers, gender and culture. Not only the teams are multidisciplinary; the subjects are understood and dealt with in a cross-disciplinary manner.
D&TF focuses on the complex issues of the contemporary world from the perspective of emerging design and technology with these questions: Why should things change and develop? What are the possible solutions and how can we develop them? The challenges in the programme are presented in an open format, encouraging students’ personal creative development and self-expression. Stress is made on exploratory and experimental front-end development, including analysing the problem on the ground, noticing and articulating the opportunity, generating solution ideas, prototyping, testing and validating concepts. Students are not given concrete problems to solved, instead they work their way into complex challenges where they are trying to find room for attractive and promising interventions.
How does the use of new energy technologies impact our behaviour?
How does our behaviour impact the application of new energy technologies?
The way we live, act and behave is all supported, guided and fed by ubiquitous energy systems, staying mostly invisible to our eyes and mind. We only recognize them when our phone runs out of power, our car asks to refuel or the feeling of hunger reminds us that it is time for a bite. As energy technologies change, they create pathways for new applications and the possibility to rethink interactions with the man-made world, making totally new futures possible.
The aim of the project Powering Tomorrow is to shift our understanding of energy from invisible support to meaningful power for the future. The design and engineering teams will analyse the contexts and ways in which we use energy, build on the research findings to introduce new concepts of products, services or environments and illustrate change with tested use cases.
As a result, these new ideas will be presented in the form of stories (short videos), which explain the use of a new product or product service systems, give an idea of user experience, illustrate business opportunities and discuss the change in the meaning of energy.
The Powering Tomorrow studio has two themes with two partners:
- KEEP IN MOTION – with partner Alexela (petrol stations)
- JUMP START – with partner Skeleton Technologies
Välk is an autonomous wagon that charges electric vehicles no matter where they are parked. It delivers within a 100 km range in 25 to 30 minutes by utilizing an optimised dc-dc power control and delivery mechanism. Välk can be employed at will via the power application on your mobile device, allowing you to sit back and let the wagon come to you.
Have you ever wanted to add more excitement and adrenaline to your skiing experience? Have you ever felt helpless and tired after falling as a beginner?
Skadi is a new service platform that brings more fun and competition to mountain skiing. You can ski like James Bond or jump like Super Mario! After skiing, you can compare your score with friends and other players. Beginners can learn to ski through a fun and educational game. Skadi presents a challenge to skiers and an opportunity for beginners. You will experience skiing in a brand new way and have the best time in the mountains.
Powered by Skeleton
WAKE is a smart mobility platform that transforms a road into an intelligent and reactive environment. This creates an enhanced road experience by increasing the interaction between the road and those commuting.
Using real-time data based on the platform’s AI movable elements along the road are transformed into speed breakers and signage.
The way we work, the way we behave at work and the way we think about work is transforming in line with the changes in society and technological developments.
WORK 2.0 is mobile, flexible and project-based. We work for many employers at the same time or shift quickly from one job to another. Work is often projectbased and happening in temporary teams.
Work as we currently know it might disappear and become ubiquitous at the same time. Some of us will adapt to this change naturally, but others won’t. Today’s work environments echo the past. Organisations have difficulty with keeping up with this profound change and motivating the new workforce with different values and aspirations.
In Design Studio, we will tackle the new ways and means of working. We are looking for new opportunities for products, environments, services and practices to support and enhance new ways of working.
The aim of the project is to search, develop and test new concepts to support the work to come — WORK 2.0.
This Challenge has three points of focus:
- Activity-based work
- Active learning environment
- Work on the move
The projects start with the exploration of the theme in order to create a wide understanding about the situation around the problem area, to define a creative playground and to understand the different viewpoints of different players. Ethnography studies are run to understand users and other stakeholders.
Visualisation is used to present the situation and understand the context of the problem. This context is explored by defining, listing and analysing its different elements, connections and relationships. As a result, the systemic nature of the issue is uncovered and a rich visual map is created, exploring the system in its full complexity. GIGA-mapping is used to create vast maps for revealing and communicating strategies to impact the system and redesign these for the better.
Steps are taken from fuzzy mess towards a clear value offer for users and other stakeholders. Empathy is needed to understand the dreams and needs of different players on the field. When opportunities are identified and value is defined, the work then moves on towards problem framing.
As a conclusion of the first half of the project, the development plan is created. The brief determines a beacon for the project by articulating the value offer for all stakeholders and helping to guide the concept towards a defined goal. A road map is created to define concrete steps for concept development and setting the points of feedback.
The process of trial and error involves both fun and pain. Everything is possible until it all collapses, at which point the process begins again for a new and better results.
Quick testing and prototyping
Iterative prototyping cycles are carried out from the very beginning of idea creation. Starting quick and easy, everything can be tested and played out. Failing, learning from mistakes and trying again is the way towards outstanding and unexpected results.
Students receive presentation training throughout the project, so that each team member can polish their skills and gain confidence. Twice a year, a D&TF Gala events take place with public presentations and discussions of all the projects.
The aim of the programme is to prepare young professionals by giving them a background in innovation, design or technology so they are able to spark, lead and perform socially and develop economically-viable products or services.
Design and Technology Futures
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