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Design Management as core competency

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Knowledge Attitude Values Applied skills Understanding<br />

skills<br />

<strong>Design</strong> process<br />

Risk-taking<br />

Managing uncertainty<br />

Practical design skills<br />

Prototyping<br />

Drawing ability<br />

Observation<br />

Material Originality Creative techniques Researching<br />

Lateral thinking<br />

Market Anticipating future Commercial skills Logical thinking<br />

trends<br />

Forward thinking<br />

Technology Proactive in Communication skills Analyzing<br />

developing<br />

(Presentation and Prioritizing<br />

relationships<br />

report writing) Structuring problems<br />

User awareness Open-minded Computer skills Scenario building<br />

Narrative<br />

Culture<br />

Understanding <strong>Design</strong><br />

for Synthesizing<br />

multidisciplinary manufacture<br />

Holistic thinking<br />

context<br />

Aesthetic awareness Focusing on usability Project management Intuitive thinking &<br />

action<br />

Human factors Attention to detail Optimization Consumer and<br />

stakeholder needs<br />

Manufacturing<br />

process<br />

Learning from errors Team work Human empathy<br />

Figure 2: <strong>Design</strong> skills: in italics, the strategic skills for now<br />

And one of most important skill is “holistic thinking” or the designers curiosity, their open-mindedness<br />

that transcends existing barriers of industries silos .<br />

The design agency IDEO h<strong>as</strong> branded designers’ skills under the term “design thinking”, and<br />

their global success -- the Davos summit, Procter & Gamble, the design school that they have opened<br />

at Stanford University -- is evidence of the coherence between their discourse with the needs of both<br />

CEOs and politicians worldwide. <strong>Design</strong> science <strong>as</strong> entrepreneurial science on a society and world<br />

level.<br />

This, therefore, is where we must to return to our introductory remark on the contradictions in<br />

the design community, between the reality and the definition of the design profession. In the design<br />

community, and particularly among academics in design, everyone is familiar with: Simon’s design<br />

science, Donald Schon’s reflexive practitioner, and Willemien Visser’s vision of design <strong>as</strong> a<br />

construction of representations. Writers such <strong>as</strong> Bryan Lawson or Nigel Cross have explained<br />

designers’ ways of knowing and of thinking. Indeed every designer will probably refer individually to<br />

one or more of these concepts: design activity <strong>as</strong> problem solving, <strong>as</strong> part of the industrial process, <strong>as</strong><br />

social engineering, <strong>as</strong> a question, <strong>as</strong> a research activity, <strong>as</strong> a discourse rather than a thing, <strong>as</strong> a label,<br />

6

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