Bib | Systems

[B] The fifth discipline: The art and practice of the learning organization.
Senge, P. M. (2006).  Broadway Business.
The five disciplines represent approaches (theories and methods) for developing three core learning capabilities: fostering aspiration, developing reflective conversation, and understanding complexity. +

[B] The opposable mind: Winning through integrative thinking.
Martin, R. L. (2009). Harvard Business Press.
Martin draws on more than 50 management success stories, including the masterminds behind The Four Seasons, Proctor & Gamble and eBay, to focus on what leaders think, rather than what they do. +

[B] Change by design
Brown, T. (2009).
He exposes the vision of design thinking in three stages: “inspiration”, in which he identifies an opportunity; “Ideation”, in which he conceives general solutions; and “implementation”. +

[B] Actionable gamification: Beyond points, badges, and leaderboards
Chou, Y. K. (2016). Octalysis Group.
Design focused on function and form is not enough to optimize the motivation and the commitment of the user. The Octalysis model combines the knowledge of games and behavioral psychology. +

[b] Navigating a World of Digital Disruption
Evans, P., & Forth, P. (2015). Navigating a world of digital disruption. IEEE Engineering Management Review, 43(3).
We are entering the third, and most consequential, wave of digital disruption. It has profound implications not only for strategy but also for the structures of companies and industries. +

[p] Design for Action.
Tim Brown and Roger L. Martin (2015). HBR.
Throughout most of history, design was a process applied to physical objects, but as it became clear that smart, effective design was behind the success of many commercial goods,…  +

[p] Design Thinking at IDEO
Tim Brown (2008). HBR.
By teaching design thinking techniques to nurses, doctors, and administrators, Kaiser hoped to inspire its practitioners to contribute new ideas.  +

[B]  The sciences of the artificial
Simon, H. A. (1996). MIT press.
Simon explores the organization of complexity and the science of design in a classical artificial intelligence work. From chaos, adaptive systems, or genetic algorithms to the roles of organizations and markets. +

[B] Value proposition design: How to create products and services customers want
Osterwalder, A., Pigneur, Y., Bernarda, G., & Smith, A. (2014). . John Wiley & Sons.
The authors of the Business Model Canvas propose now a simple process of design and testing of value proposals designed to adapt to the needs and desires of the clients. +

[B] The Lean Start-up. How Constant Innovation Creates Radically Successful Business
Ries, E. (2011). Lloc de publicació: Londres. Portfolio Penguin.
The first principle that defends Lean Startup is that everybody can be an entrepreneur. To initiate and guide the process of creating new products and services, there is a method and order, and one of the key aspects is that effort and resources must be managed very well to succeed. +

[n] Futuro de la primaria ¿Podemos?
Avances en Gestión Clínica. (2015)
Los ingenieros-diseñadores venimos equipados de serie con un cierto grado de laboriosidad que hace que nos ilusionemos con cierta facilidad ante cualquier reto en el que la techne pueda contribuir de alguna manera. El sector de la salud, una vez se ha entendido su lógica, es en este sentido un buen paradigma de abundancia de problemas por resolver. +

[n] Salud, diseño e integración de valor
BIGS (2015)
Cualquier diseñador con mentalidad de innovador que entre en contacto y estudie un poco a fondo el sistema de salud descubrirá enseguida múltiples objetos y procesos por rediseñar. +

Thinking | i&R

i&R to develop and apply innovation skills 

Play learn and design, that’s it. New learning methods must be based on systemic or integrative thinking strategies, based on the stimulation of “thinking skills”.  Only such an approach will allow fostering personal as well as collective competencies to embed emerging technologies into products and services. 

Working on PINNTS. Innovation skills in a health environment
Develop and assess tools and strategies to foster innovation in healthcare professional teams … +

Former research

After 30 years applying technology to instructional design, a clear conclusion is that in spite that learning and teaching has been enhanced with the use of  multimedia and network technology, the key is that learning is a social activity.

[pt] PSIX. Consensus based learning model for mental health cases
PSIX p is a project of the “Societat Catalana de Psiquiatria i Salut Mental” that applies a learning model combining interactive video, social media and consensus tools. +

[wp] etr. Evaluación online ETRen Tiempo Real + +p
Monguet, JMª, Sampieri, M., & Ferruzca, M. (2006). UPC, LAM. Barcelona:
Which is the effect of using an artifact of real time assessment during a lecture to a group of distance students? Findings show a positive impact during the evaluation and lecture sessions because the students receive immediate feedback about their learning process.
# Ferruzca, M., Monguet, J., Sampieri, M., Grimón, F., & Fábregas, J. (2007). Cognitive implications of using an artifact for real-time evaluations and lectures in a graduate level course. World Conference on Educational Media and Technology (pp. 3257-3264). Association for the Advancement of Computing in Education (AACE). +
# Fabregas, J., Ferruzca, M., Grimon, F., Monguet, JMª & Sampieri, M. (2005). Assessing Real Time Evaluation Practices in different learning environments. Recent Research Developments in Learning Technologies (2005) 1 (pp. 53-58). Formatex. +

[p] Efecto del blendend learning sobre el rendimiento y la motivación de los estudiantes
Monguet, JMª,  Fábregas, J.J., Delgado, D.,  Grimón, F.,  Herrera, M. (2006). Interciencia.
El objetivo del trabajo fue explorar el efecto que tiene el grado de presencia (blended learning) que se requiere de los estudiantes durante el proceso de enseñanza-aprendizaje, sobre el rendimiento y el interés por la materia objeto de aprendizaje, utilizando como estrategia didáctica el método de casos de estudio. +

[wp] Evaluation in groups
Analysis of impact on individual students of collective assessment of teams during the class.
# Guerra, L., Grimón, F., Herrera, M., & Monguet, JMª (2013). Behavioral analysis model for sharing knowledge in virtual groups. Global Journal on Technology. 3rd World Conference on Information Technology, 3. +
# Guerra, L., Grimón, F., Herrera, M., & Monguet, JMª (2013). Modelo para el análisis de expectativas de éxito en grupos colaborativos virtuales. Revista de Tecnología de Información y Comunicación en Educación, 7 (1). +

Research on Learning Tools +

Business Models Innovation

Por qué algunas empresas tienen éxito y otras no. Modelos de Negocio. Ideas clave y herramientas para innovar. José Aguilá y Josep Mª Monguet. Planeta Deusto. 2010, 2011 2ª Ed.  Resumen,  Reseña,  Acceso a editorial.

El testimonial en contracubierta del prof. Antonio Argandoña  del IESE, sintetiza magistralmente el contenido de nuestro trabajo: “Es un libro para aprender de los mejores: no para copiar de ellos sino para entender los factores de su éxito y para aplicarlos al propio negocio”


Practices to apply methods and strategies to innovation
Cycle P/ Categories of design
Scenarios P/ Future scenarios
(Ramon Lllull)

– Ontology of desig
– Process and categories of design