| Module Title |
The Innovators Toolkit |
| Module Code |
ENI1013 (ITS: SB201) |
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Faculty |
DCU Business School |
School |
DCU Business School |
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NFQ level |
8 |
Credit Rating |
5 |
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Description
The Innovator's Toolkit provides students with a set of innovation practices which are proven to be associated with success in new product and service development. Innovation is the lifeblood of every business but most managers are dissatisfied with the innovation performance of their own organisation. This module focuses on a number of skills and practices that are proven to make innovation more predictable, scalable and repeatable in organisations.
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Learning Outcomes
1. Students will understand the principal barriers to corporate innovation and will have the tools to manage them successfully 2. Students will develop skills in key practices in innovation such as Design Thinking and Agile. 3. Students will learn to work effectively in teams to deliver a targeted outcome 4. Teams will learn techniques for creative problem solving
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| Workload | Full time hours per semester | | Type | Hours | Description |
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| Lecture | 26 | Learners attend weekly lectures that include lectures, applied class exercises, workshops, and formative assignment feedback sessions. | | Directed learning | 15 | Completion of digital learning modules on Design Thinking, creativity, and user experience. | | Independent Study | 24 | Reading, reviewing lecture material, and preparation for class activities. | | Fieldwork | 20 | Assessment preparation: research, analysis, and preparation of individual assignment. | | Group work | 40 | Collaboration with peers to develop and refine innovation proposals and prepare group assignments (Assignments 2 and 3). |
| Total Workload: 125 |
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| Section Breakdown | | CRN | 20076 | Part of Term | Semester 2 | | Coursework | 100% | Examination Weight | 0% | | Grade Scale | 40PASS | Pass Both Elements | N | | Resit Category | RC1 | Best Mark | N | | Module Co-ordinator | David Kenny | Module Teacher | |
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| Assessment Breakdown |
| Type | Description | % of total | Assessment Date |
| Assignment | Learners must complete selected online certifications related to Design Thinking, creative thinking, and user experience. Learners must submit verifiable evidence of completion. | 20% | Week 5 | | Assignment | Learners are required to apply creative thinking and innovation processes to a specific real-world or global challenge. Students will research and analyse a defined problem, explore potential opportunities for innovation, and develop a proposed solution that demonstrates structured problem-solving and creative reasoning. | 50% | Week 7 | | Group assignment | Learners are required to work collaboratively in groups to refine and develop an innovation proposal addressing a defined real-world challenge. Building on the work completed in Assignment 1, groups will evaluate and integrate ideas, apply structured innovation methods, and produce a clearly articulated solution. The assignment focuses on teamwork, critical evaluation of ideas, and the application of innovation processes to develop a coherent proposal. | 15% | Week 10 | | Group assignment | In groups, learners will present their proposed solution, engage with feedback from other teams (peers), and reflect on how the feedback can inform improvements to their idea. The assignment emphasises collaborative learning, critical reflection, and the use of feedback to strengthen an innovation proposal. | 15% | Week 12 |
| Reassessment Requirement Type |
Resit arrangements are explained by the following categories;
RC1: A resit is available for both* components of the module.
RC2: No resit is available for a 100% coursework module.
RC3: No resit is available for the coursework component where there is a coursework and summative examination element.
* ‘Both’ is used in the context of the module having a coursework/summative examination split; where the module is 100% coursework, there will also be a resit of the assessment
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Pre-requisite |
None
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Co-requisite |
None |
| Compatibles |
None |
| Incompatibles |
None |
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All module information is indicative and subject to change. For further information,students are advised to refer to the University's Marks and Standards and Programme Specific Regulations at: http://www.dcu.ie/registry/examinations/index.shtml
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Indicative Content and Learning Activities
Defining the Opportunity Jobs to be done
Job Mapping
Outcome Expectations
Value Quotient
Scenario Planning
Blue Ocean Strategy Definitions of competitive intensity
Defining the quadrants in Blue Ocean
Blue Ocean Strategy in Action
Design Thinking The Design Thinking Mindset
The Rules of Design Thinking
The Tools of Design Thinking
Pitching and Storytelling Students learn the art of storytelling to support effective pitching
Creative Practice Drawing on the Arts, students develop creativity skills
Visual Thinking
Teamworking Learn about themselves in teams and how to manage collaboration effectively
Sustainable Societies
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Indicative Reading List
Books:
- Silverstein, Samuel and DeCarlo: 2012, The Innovator's Toolkit, 2nd, Wiley, New Yok,
Articles: None |
Other Resources
None |
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