There’s some super stuff in here.
Adams, James L. 1986. Conceptual Blockbusting: A Guide to Better Ideas. 3rd ed. Boston, Massachusetts, United States: Addison-Wesley.
Agogino, Alice M., Shuang Song, and Jonathan H. G. Hey. 2005. Triangulation of Indicators of Successful Student Design Teams. In Proceedings of the Harvey Mudd Design Workshop V: Learning in Engineering Design, Claremont, California, United States.
Agogino, Alice M., Shuang Song, and Jonathan H. G. Hey. 2007. Triangulation of Indicators of Successful Student Design Teams. International Journal of Engineering Education 22, no. 3:617-625.
Akin, Omer. 1978. How do architects design? In Artificial Intelligence and Pattern Recognition in Computer Aided Design, Ed. Jean-Claude Latombe, 65-103, New York, New York, United States: North-Holland Pub. Co.
Allen, Thomas J. 2007. Architecture and Communication among Product Development Engineers. California Management Review 49, no. 2:23-41.
Altshuller, Genrich. 1999. The Innovation Algorithm. Trans. Lev Shulyak and Steven Rodman. Worcester, Massachusetts, United States: Technical Innovation Center, Inc.
Ancona, Deborah G., and David F. Caldwell. 1992. Demography and Design: Predictors of New Product Team Performance. Organization Science 3, no. 3:321-341.
Badke-Schaub, Petra, Andre Neumann, Kristina Lauche, and Susan Mohammed. 2007. Mental models in design teams: a valid approach to performance in design collaboration? CoDesign 3, no. 1:5-20.
Ball, Linden J., Tom C. Ormerod, and Nicola J. Morley. 2004. Spontaneous Analogizing in Engineering Design: A Comparative Analysis of Experts and Novices. Design Studies 25, no. 5:495-508.
Bateson, Gregory. 1972. Steps to an ecology of mind. New York: Ballantine Books.
Beckman, Sara L., and Michael Barry. 2007. Innovation as a Learning Process: Embedding Design Thinking. California Management Review 50, no. 1:25-56.
Berkun, Scott. 2007. The Myths of Innovation. Sebastopol, California, CA: O’Reilly Media.
Bernard, H. Russell, Peter D. Killworth, and Lee Sailer. 1982. Informant accuracy in social-network data V: An experimental attempt to predict actual communication from recall data. Social Science Research 5:30-66.
Beyer, Hugh, and Karen Holtzblatt. 1998. Contextual Design: Defining Customer-Centered Systems. San Francisco, California, United States: Morgan Kaufmann.
Bierhals, Reimer, Ilona Schuster, P. Kohler, and Petra Badke-Schaub. 2007. Shared mental models linking team cognition and performance. CoDesign 3, no. 1:75-94.
Boehm, Barry. 1995. A Spiral Model of Software Development and Enhancement. IEEE Engineering Management Review 23, no. 4:69-81.
Boos, Margarete. 2007. Optimal sharedness of mental models for effective group performance. CoDesign 3, no. 1:21-28.
Boroditsky, Lera. 2000. Metaphoric structuring: understanding time through spatial metaphors. Cognition 75, no. 1:1-28.
Brassard, Michael, and Diane Ritter. 1994. The Memory Jogger II: A Pocket Guide of Tools for Continuous Improvement and Effective Planning. Salem, New Hampshire, United States: GOAL/QPC.
Broden, Nancy, Marisa Gallagher, and Jonathan Woytek. 2004. Use of Narrative in Interaction Design. Boxes and Arrows.
Bruner, Jerome Seymour. 1990. Acts of meaning. Cambridge, Massachusetts, United States: Harvard University Press.
Bucciarelli, Louis L. 1988. An ethnographic perspective on engineering design. Design Studies 9, no. 3:159-168.
Bucciarelli, Louis L. 1994. Designing Engineers. Cambridge, Massachusetts, United States: MIT Press.
BusinessWeek. 2006. Inside Lenovo’s Design Quest. BusinessWeek: Online Magazine, September 25 (Accessed May 3, 2008).
Cardozo, Richard N et al. 2002. Perspective: experiential education in new product design and business development. Journal of Product Innovation Management 19, no. 1:4-17.
Carroll , J.M, and Wendy A. Kellogg. 1988. Interface Metaphors and User Interface Design. In Handbook of Human-computer Interaction, Ed. Martin Helander, 67-85, Amsterdam : Elsevier Science Publishers B.V.
Casakin, Hernan P. 2006. Assessing the use of Metaphors in the Design Process. Environment and Planning B: Planning and Design 33, no. 2:253-268.
Chatman, Jennifer A., Jeffrey T. Polzer, Sigal G. Barsade, and Margaret A. Neale. 1998. Being different yet feeling similar: The influence of demographic composition and organizational culture on work processes and outcomes. Administrative Science Quarterly 43, no. 4:749-780.
Christiaans, Henri. 1992. Creativity in design. PhD, Technical University of Delft, Delft, Netherlands.
Clarke, Arthur Charles. 1962. Profiles of the Future: An Inquiry Into the Limits of the Possible. New York, New York, United States: Harper & Row.
Cobb, Corie L., Alice M. Agogino, and Sara L. Beckman. 2007. A Longitudinal study of Learning Outcomes in New Product Development. In Proceedings of ASME IDETC Design Education Conference, Las Vegas, Nevada, United States.
Cobb, Corie L., Jonathan H. G. Hey, Melissa Lock, Alice M. Agogino, and Sara L. Beckman. 2008. NPD education seen from the Real World: a longitudinal study. Journal of Product Innovation Management.
Constantine, Larry L., and Lucy A. D. Lockwood. 1999. Software for Use: A Practical Guide to the Models and Methods of Usage-Centered Design. Boston, Massachusetts, United States: Addison-Wesley.
Cooper, Alan. 2004. The Inmates Are Running the Asylum. Indianapolis, Indiana, United States: Sams Publishing.
Cooper, Alan. 1995. The Myth of Metaphor. Visual Basic Programmers Journal.
Cooper, Robert G. 1998. Predevelopment activities determine new product success. Industrial Marketing Management 17, no. 3:237-247.
Corporate Design Foundation. 2008. Multidisciplinary design programs. Multidisciplinary design programs. http://www.cdf.org/education/multidisciplinary.html.
Cross, Nigel. 2000. Engineering Design Methods: Strategies for Product Design. Chichester, England: John Wiley & Sons.
Deese, J., and Roger A. Kaufman. 1957. Serial effects in recall of unorganized and sequentially organized verbal material. Journal of experimental psychology 54, no. 3:180-7.
DeGrace, Peter, and Leslie Hulet Stahl. 1990. Wicked Problems, Righteous Solutions: A Catalogue of Modern Software. Upper Saddle River, New Jersey, United States: Prentice Hall.
Design Council. 2008. Design Index: The Impact of Design on Stock Market Performance. London, England: Design Council http://www.designcouncil.org.uk/en/About-Design/Research/Design-Index/.
Dickens, Linda, and Karen Watkins. 1999. Action Research: Rethinking Lewin. Management Learning 30, no. 2:127-140.
Diller, Steve, Nathan Shedroff, and Darrel Rhea. 2005. Making Meaning: How Successful Businesses Deliver Meaningful Customer. Berkeley, California, United States: New Riders Press.
Dong, Andy. 2005. The latent semantic approach to studying design team communication. Design Studies 26, no. 5:445-461.
Dorst, Kees. 1997. Describing Design: A Comparison of Paradigms. PhD, Technical University of Delft, Delft, Netherlands.
Dorst, Kees. 2008. Design research: a revolution-waiting-to-happen. Design Studies 29, no. 1:4-11.
Dorst, Kees, and Nigel Cross. 2001. Creativity in the design process: co-evolution of problem-solution. Design Studies 22, no. 5:425-437.
Dougherty, Deborah. 1992. Interpretive barriers to successful product innovation in large organizations. Organization Science 3, no. 2:179-202.
Dreyfus, Hubert L. 2002. Intelligence without representation - Merleau-Ponty’s critique of mental representation. Phenomenology and the Cognitive Sciences 1, no. 4:367-383.
Dunbar, Kevin N., and Jonathan A. Fugelsang. 2004. Causal Thinking in Science: How Scientists and Students Interpret the Unexpected. In Scientific and Technological Thinking, Ed. Michael E. Gorman, Ryan D. Tweney, David C. Gooding, and Alexandra P. Kincannon, 57-80, Hillsdale, New Jersey, United States: Lawrence Erlbaum Associates.
DX Summit. 2004. Reinvigorating Innovation. In DX Summit.
Dym, Clive L., Alice M. Agogino, Ozgur Eris, Daniel D. Frey, and Larry J. Leifer. 2005. Engineering Design Thinking, Teaching, and Learning. Journal of Engineering Education 94, no. 1:103-120.
Dym, Clive L., and Patrick Little. 2003. Engineering Design: A Project-Based Introduction. 2nd ed. New York, New York, United States: John Wiley.
Dyson, James. 1997. Against the Odds: An Autobiography. London, England: Orion.
Eisenhardt, Kathleen M, and Behnam N Tabrizi. 1995. Accelerating Adaptive Processes: Product Innovation in the Global Computer Industry. Administrative Science Quarterly 40, no. 1:84.
Elliot, Richard, and Nick Jankel-Elliott. 2003. Using ethnography in strategic consumer research. Qualitative Market Research 6, no. 4:215-223.
Elliott, Ame. 2008. Grounded Leaps: Methodological Choices for Driving Innovation. In presentation at Design Futures talk series, University of California at Berkeley.
Eris, Ozgur, and Larry J. Leifer. 2003. Facilitating Product Design Knowledge Acquisition: Interaction between the expert and the team. International Journal of Engineering Education 19, no. 1:142-152.
Fisher, Kimberley. 1997. Locating Frames in the Discursive Universe. Sociological Research Online 2, no. 3. .
Frey, Daniel D. et al. 2007. An Evaluation of the Pugh Controlled Convergence Method. In Proceedings of the 19th International Conference on Design Theory and Methodology, Las Vegas, Nevada, United States.
Gabora, Liane. 2002. Cognitive mechanisms underlying the creative process. In Proceedings of the 4th conference on Creativity & Cognition, 126-133, Loughborough, United Kigdom: ACM http://portal.acm.org/citation.cfm?id=581710.581730 (Accessed May 4, 2008).
Gasson, Susan. 1998. Framing design: a social process view of information system development. In Proceedings of the International Conference on Information Systems, 224-236, Helsinki, Finland: Association for Information Systems http://portal.acm.org/citation.cfm?id=353073 (Accessed May 12, 2008).
Gaver, William. 2007. Cultural commentators: Non-native interpretations as resources for polyphonic assessment. International Journal of Human-Computer Studies 65, no. 4:292-305.
Gavetti, Giovanni, and Jan W. Rivkin. 2005. How Strategists Really Think. (cover story). Harvard Business Review 83, no. 4:54-63.
Gentner, Dedre, and Donald R. Gentner. 1983. Flowing waters or teeming crowds: Mental models of electricity. In Mental Models, Ed. Dedre Gentner and Albert L. Stevens, 99-129, Hillsdale, New Jersey, United States: Lawrence Erlbaum Associates.
Gentner, Dedre, and Arthur B. Markman. 1997. Structure Mapping in Analogy and Similarity. American Psychologist 52, no. 1:45-56.
Gibson, James J. 1977. The Theory of Affordances. In Perceiving, Acting, and Knowing, Ed. R. Shaw and J. Bransford, Hillsdale, New Jersey, United States: Erlbaum.
Glesne, Corrine, and Alan Peshkin. 1992. Becoming Qualitative Researchers: An Introduction. White Plains, New York, United States: Longman.
Goffman, Erving. 1974. Frame Analysis: An Essay on the Organization of Experience. Boston, Massachusetts, United States: Northeastern University Press.
Hatler, Mareca, and Charlie Chi. 2005. Wireless Sensor Network Market Dynamics. http://www.onworld.com.
Heilemann, John. 2001. Reinventing the Wheel. Time Magazine, December 2 http://www.time.com/time/business/article/0,8599,186660,00.html (Accessed May 2, 2008).
Hertzfeld, Andy. 1981. Bicycle. Folklore.org: Macintosh stories: Bicycle. http://www.folklore.org/StoryView.py?project=Macintosh&story=Bicycle.txt.
Hey, Jonathan H. G. 2002. Development of a new tool to guide innovation during upstream project phases. Masters, University of Bath.
Hey, Jonathan H. G., and Alice M. Agogino. 2007. Metaphors in Conceptual Design. In Proceedings of the 19th International Conference on Design Theory and Methodology, Las Vegas, Nevada, United States.
Hey, Jonathan H. G., Caneel K. Joyce, and Sara L. Beckman. 2007. Framing innovation: negotiating shared frames during early design phases. Journal of Design Research 6, no. 1-2:79-99.
Hey, Jonathan H. G., Julie Linsey, Alice M. Agogino, and Kristin L. Wood. 2007. Analogies and Metaphors in Creative Design. In Proceedings of the Harvey Mudd Design Workshop VI: Design and Engineering in a Flat World, Claremont, California, United States.
Hey, Jonathan H. G., Julie Linsey, Alice M. Agogino, and Kristin L. Wood. 2008. Analogies and Metaphors in Creative Design. International Journal of Engineering Education 24, no. 2:283-294.
Hey, Jonathan H. G., Alan P. Van Pelt, and Alice M. Agogino. 2006. An Analysis Of Student Reflections From a Multidisciplinary New Product Development Class. In Proceedings of the 3rd Symposium on International Design and Design Education, Pennsylvania, Philadelphia, United States.
Hey, Jonathan H. G., Alan P. Van Pelt, Alice M. Agogino, and Sara L. Beckman. 2007. Self-Reflection: Lessons Learned in a New Product Development Class. Journal of Mechanical Design 129, no. 7:668-676.
Hey, Jonathan H. G., Jonathan Yu, and Alice M. Agogino. 2008. Design Team Framing: Paths and Principles. In Proceedings of the 20th International Conference on Design Theory and Methodology, New York, New York, United States.
Hill, Andrew, Andy Dong, and Alice M. Agogino. 2002. Towards Computational Tools for Supporting the Reflective Team. In Artificial Intelligence in Design ‘02, Ed. John S. Gero, 305-325, Dordrecht, Netherlands: Kluwer Academic Publishers.
Hyman, Barry I. 1998. Fundamentals of Engineering Design. New Jersey, United States: Prentice Hall.
Iansiti, Marco. 1995. Shooting the Rapids: Managing Product Development in Turbulent Environments. California Management Review 38, no. 1:37-58.
Jansson, David G., and Steven M. Smith. 1991. Design fixation. Design Studies 12, no. 1:3-11.
Jones, John Christopher. 1981. Design Methods: Seeds of human futures. Chichester, England: John Wiley & Sons.
Kelley, Thomas, and Jonathan Littman. 2005. The Ten Faces of Innovation. New York, New York, United States: Doubleday Publishing.
Kelley, Tom, and Jonathan Littman. 2001. The Art of Innovation. New York, New York, United States: Currency/Doubleday.
Kemper, Steve. 2005. Reinventing the Wheel: A Story of Genius, Innovation, and Grand Ambition. New York, New York, United States: Harper Collins.
Khurana, Anil, and Stephen R. Rosenthal. 1997. Integrating the Fuzzy Front End of New Product Development. Sloan Management Review 38, no. 2:103-120.
Kilduff, Martin, Reinhard Angelmar, and Ajay Mehra. 2000. Top Management-Team Diversity and Firm Performance: Examining the Role of Cognitions. Organization Science 11, no. 1:21-34.
Kim, W. Chan, and Renée Mauborgne . 2005. Blue Ocean Strategy: From Theory to Practice . California Management Review 47, no. 3:105-121.
Kleinsmann, Maaike. 2006. Understanding Collaborative Design. PhD, Technical University of Delft, Delft, Netherlands.
Klimoski, Richard, and Susan Mohammed. 1994. Team Mental Model: Construct or Metaphor? Journal of Management 20, no. 2:403-437.
Koberg, Don, and Jim Bagnall. 1981. The All New Universal Traveler: A Soft-systems Guide to Creativity, Problem-Solving, And The Process Of Reaching Goals. Los Altos, California, United States: William Kaufmann Inc.
Kolb, David A. 1984. Experiential Learning: Experience as the Source of Learning and Development. New Jersey, United States: Prentice-Hall.
Kolb, Erik, Jonathan H. G. Hey, Alice M. Agogino, and Hans-Jurgen Sebastien. 2008. Meta4acle: Generating Compelling Metaphors for Design. In Proceedings of the 20th International Conference on Design Theory and Methodology, New York, New York, United States.
Kövecses, Zoltan. 2002. Metaphor: A Practical Introduction. New York, New York, United States: Oxford University Press.
Krug, Steve. 2005. Don’t make me think!: a common sense approach to Web usability. Berkeley, California, United States: New Riders Press.
Lakoff, George. 2004. Don’t Think of an Elephant!: Know Your Values and Frame the Debate. White River Junction, Vermont, United States: Chelsea Green Publishing.
Lakoff, George, and Mark Johnson. 1980. Metaphors We Live by. Chicago, Illinois, United States: University of Chicago Press.
Lakoff, George, and Mark Johnson. 1999. Philosophy in the Flesh: The Embodied Mind and Its Challenge to Western Thought. New York, New York, United States: Basic Books.
Landauer, Thomas K, Peter W Foltz, and Darrell Laham. 1998. An Introduction to Latent Semantic Analysis. Discourse Processes 25, no. 2⁄3:259-284.
Lanzara , Giovan Francesco. 1983. The Design Process: Frames, Metaphors, and Games. In Systems Design For, With, and by the Users, Ed. Ulrich Briefs, Claudio Ciborra, and Leslie Schneider, 29-40, New York, New York, United States: North-Holland Publishing Company.
Laurel, Brenda. 2003. Design Research: Methods and Perspectives. Cambridge, Massachusetts, United States : MIT Press.
Lawler, John M. 1999. Metaphors We Compute By. In Figures of Thought for College Writers, Ed. Dona J. Hickey, 411-422, Mountain View, California, United States: Mayfield Publishing.
Lawson, Bryan R., and Kees Dorst. 2005. Acquiring Design Expertise. In Computational and Cognitive Models of Creative Design VI, Ed. John S. Gero and Mary Lou Maher, 211-230, Sydney, Australia: Key Centre of Design Computing & Cognition, University of Sydney.
Legardeur, Jeremy. 2001. Méthodes et outils pour l’innovation produit/process: Le cas de l’intégration des matériaux composites SMC. Institut National Polytechnique de Grenoble.
Legardeur, Jeremy, Jean-Francois Boujut, and Jonathan H. G. Hey. 2003. Information sharing for knowledge creation during early design phases. In Proceedings of the 10th ISPE International Conference on Concurrent Engineering, Madeira, Portugal.
Leonard, Dorothy, and Jeffrey F. Rayport. 1997. Spark innovation through empathic design. Harvard Business Review 75, no. 6:102-113.
Lim, Beng-Chong, and Katherine J. Klein. 2006. Team mental models and team performance: a field study of the effects of team mental model similarity and accuracy. Journal of Organizational Behavior 27, no. 4:403-418.
Linsey, Julie S., Matthew G. Green, J. T. Murphy, Kristin L. Wood, and Art B. Markman. 2005. Collaborating to Success: An Experimental Study of Group Idea Generation Techniques. In Proceedings of the 17th International Conference on Design Theory and Methodology, Long Beach, California, United States.
Linsey, Julie S., Jeff Laux, E. F. Clauss, Kristin L. Wood, and Art B. Markman. 2007. Increasing Innovation: A Trilogy of Experiments towards a Design-By-Analogy Methodology. In Proceedings of the 19th International Conference on Design Theory and Methodology, Las Vegas, Nevada, United States.
Liston, Kathleen , Martin Fischer, and John Kunz. 2000. Requirements and Benefits of Interactive Information Workspaces in Construction. In 8th International Conference on Computing in Civil and Building Engineering, University of Stanford, California, United States.
Lundholm, Carl Gustaf. 2003. The use of metaphors in product design: An overview of design activities from a metaphor perspective. http://design.ntnu.no/forskning/artikler/2003/Lundholm.pdf.
MacQueen, Kathleen M., Eleanor McLellan, Kelly Kay, and Bobby Milstein. 1998. Codebook Development for Team-Based Qualitative Analysis. Cultural Anthropology Methods 10, no. 2:31-36.
Madsen, Kim H. 1994. A guide to metaphorical design. Communications of the ACM 37, no. 12:57-62.
Madsen, Kim Halskov. 1989. Breakthough by Breakdown: Metaphors and Structured Domains. In Systems Development for Human Progress, Ed. Heinz-Karl Klein and Kuldeep Kumar, 41-53, New York, New York, United States: North-Holland Publishing Company.
Maglio, Paul P., and Teenie Matlock. 1999. The conceptual structure of information space. In Social Navigation of Information Space, Ed. Alan J. Munro, Kristina Hook, and David Benyon, 155-173, London, England: Springer-Verlag.
Mariampolski, Hy. 2005. Ethnography for Marketers: A Guide to Consumer Immersion. Thousand Oaks, California, United States: SAGE Publications.
Mariampolski, Hy. 1999. The Power of Ethnography: Qualitative Research for the 21st Century. Journal of the Market Research Society 41, no. 1. .
Marks, Michelle A, Mark J Sabella, C Shawn Burke, and Stephen J Zaccaro. 2002. The impact of cross-training on team effectiveness. The Journal of applied psychology 87, no. 1:3-13.
Marshall, Nick. 2007. Team mental models in action: a practice-based perspective. CoDesign 3, no. 1:29-36.
Mathieu, John E, M. T. Maynard, Tammy L. Rapp, and P. M. Mangos. 2006. Interactive effects of team and task shared mental models as related to air traffic controllers’ team efficacy and effectiveness. In Proceedings of the Annual meeting of the Academy of Management Conference, Atlanta, Georgia, United States.
McDonnell, Janet, Peter Lloyd, and Rianne C. Valkenburg. 2004. Developing design expertise through the construction of video stories. Design Studies 25, no. 5:509-525.
McDonough, William, and Michael Braungart. 2002. Cradle to Cradle: Remaking the Way We Make Things. New York, New York, United States: North Point Press.
Melican, Jay P. 2000. Describing user centered designing: how design teams apply user. research data in problem solving. PhD, Illinois Institute of Technology, Chicago.
Minsky, Marvin. 1975. A Framework for Representing Knowledge. In The Psychology of Computer Vision, Ed. Patrick Henry Winston and Berthold Horn, 282, New York, New York, United States: McGraw-Hill.
Mohammed, Susan. 2001. Toward an Understanding of Cognitive Consensus in a Group Decision-Making Context. Journal of Applied Behavioral Science 37, no. 4:408-425.
Mohammed, Susan, Richard Klimoski, and Joan R. Rentsch. 2000. The Measurement of Team Mental Models: We Have No Shared Schema. Organizational Research Methods 3, no. 2:123-165.
Mohnkern, Ken. 1997. Beyond the interface metaphor. SIGCHI Bulletin 29, no. 2:11-15.
Motorola. 2008. Motorola Pebl Phone. http://www.motorola.com/motoinfo/product/details.jsp?globalObjectId=87.
Muller, Michael J., and Sarah Kuhn. 1993. Participatory design. Commununications of the ACM 36, no. 6:24-28.
Nemeth, Charlan J. 1986. Differential contributions of majority and minority influence. Psychological Review 93, no. 1:23-32.
Nielsen, Jakob. 2008. Bridging the Designer-User Gap. Jakob Nielsen’s Alertbox. http://www.useit.com/alertbox/designer-user-differences.html.
Nonaka, Ikujiro. 1991. The Knowledge-Creating Company. Harvard Business Review 69, no. 6:96-104.
Ochs, John B. 2007. Integrated Product Development at LeHigh University. http://www.lehigh.edu/ipd/ .
Osborn, Alex Faickney. 1953. Applied imagination: principles and procedures of creative thinking. New York, New York, United States: Scribner’s Sons.
Otto, Kevin N., and Kristin L. Wood. 2001. Product Design: Techniques in Reverse Engineering and New Product Development. New Jersey, United States: Prentice Hall.
Ovans, Andrea. 1998. The customer doesn’t always know best. Harvard Business Review 76, no. 3.
Owen, Charles. 1993. Considering Design Fundamentally. Design Processes Newsletter 5, no. 3:1-5.
Owen, Charles. 2001. Structured Planning in Design: Information-Age Tools for Product Development. Design Issues 17, no. 1:27-43.
Page, Albert L., and Gary R. Schirr. 2008. Growth and Development of a Body of Knowledge: 16 Years of New Product Development Research, 1989-2004. Journal of Product Innovation Management 25, no. 3:233-248.
Page, Scott E. 2007. The Difference: How the Power of Diversity Creates Better Groups, Firms. Princeton, New Jersey, United States: Princeton UniversityPress.
Pahl, Gerhard, and Wolfgang Beitz. 1984. Engineering Design: A Systematic Approach. Trans. Ken Wallace. London, England: Springer London.
Patnaik, Dev. 2004. System Logics: Organizing Your Offerings to Solve People’s Big Needs. Design Management Review 15, no. 3:50-57.
Patnaik, Dev, and Robert Becker. 1999. Needfinding: The Why and How of Uncovering People’s Needs. Design Management Journal 10, no. 2:37-43.
Patton, Michael Quinn. 2002. Qualitative Research and Evaluation Methods. 3rd ed. Thousand Oaks, California, United States: Sage Publications Inc.
Pink, Daniel H. 2006. A Whole New Mind: Why Right-brainers Will Rule the Future. New York, New York, United States: Riverhead Books.
Polanyi, Michael. 1966. The Tacit Dimension. New York, New York, United States: Doubleday Publishing.
Pugh, Stuart. 1991. Total Design: Integrated Methods for Successful Product Engineering. Reading, Massachusetts, United States: Addison-Wesley.
Quittner, Josh. 2002. Apple’s Latest Fruit. Time Magazine, January 27 http://www.time.com/time/covers/1101020114/cover.html (Accessed January 1, 2008).
Raijmakers, Bas, William W. Gaver, and Jon Bishay. 2006. Design documentaries: inspiring design research through documentary film. In Proceedings of the 6th conference on Designing Interactive systems, 229-238, University Park, Pennsylvania, United States: ACM Press http://portal.acm.org/citation.cfm?id=1142405.1142441 (Accessed May 4, 2008).
Raymond, Eric S. 2001. The Cathedral and the Bazaar: Musings on Linux and Open Source by an. Sebastopol, California, CA: O’Reilly.
Reagans, Ray, and Ezra W. Zuckerman. 2001. Networks, Diversity, and Productivity: The Social Capital of Corporate R&D Teams. Organization Science 12, no. 4:502-517.
Reddy, Michael J. 1979. The Conduit Metaphor: A case of frame conflict in our language about language. In Metaphor and Thought, Ed. Andrew Ortony, 284-324, Cambridge, England: Cambridge University Press.
Rein, Martin, and Donald A. Schön. 1991. Frame Reflective Policy Discourse. In Social sciences and modern states: national experiences and theoretical, Ed. Peter Wagner, Carol H. Weiss, Björn Wittrock, and Hellmut Wollmann, 262-289, Cambridge, England: Cambridge University Press.
Rittel, Horst W. J. 1984. Second Generation Design Methods. In Developments in design methodology, Ed. Nigel Cross, 317-327, Chichester, England: John Wiley & Sons.
Rittel, Horst W. J., and Melvin M. Webber. 1973. Dilemmas in a general theory of planning. Policy Sciences 4, no. 2:155-169.
Rivlin, Gary. 2003. Segway’s Breakdown. Wired, March.
Roth, Bernie. 2007. Reflections on design thinking. In presentation at Harvey Mudd Design Workshop VI, Claremont, California, United States.
Rothwell, Roy. 1972. Factors for Success in Industrial Innovations: Project SAPPHO — A Comparative Study of Success and Failure in Industrial Innovation. Brighton, England: University of Sussex.
Royce, W. W. 1987. Managing the development of large software systems: concepts and techniques. In Proceedings of the 9th international conference on Software Engineering, 328-338, Monterey, California, United States: IEEE Computer Society Press http://portal.acm.org/citation.cfm?id=41765.41801 (Accessed May 1, 2008).
Ryokai, Kimiko, Stefan Marti, and Hiroshi Ishii. 2005. Designing the world as your palette. In CHI ‘05 extended abstracts on Human factors in computing systems, 1037-1049, Portland, Oregon, United States: ACM http://portal.acm.org/citation.cfm?id=1056808.1056816 (Accessed May 4, 2008).
Salonen, Mikko, and Matti Pertulla. 2005. Utilization of Concept Selection Methods — A Survey of Finnish Industry. In Proceedings of the 17th International Conference on Design Theory and Methodology, Long Beach, California, United States.
Sandhu, Jaspal S., P. Altankhuyag, and D. Amarsaikhan. 2007. Serial Hanging Out: Rapid Ethnographic Needs Assessment in Rural Settings. In Human-Computer Interaction. Interaction Design and Usability, 614-623 http://dx.doi.org/10.1007/978-3-540-73105-4_68 (Accessed May 3, 2008).
Schön, Donald A. 1979. Generative metaphor: a perspective on problem setting in social policy. In Metaphor and Thought, Ed. Andrew Ortony, 254-283, Cambridge, England: Cambridge University Press.
Schön, Donald A. 1984. Problems, frames and perspectives on designing. Design Studies 5, no. 3:132-136.
Schön, Donald A. 1983. The Reflective Practitioner: How Professionals Think in Action. New York, New York, United States: Basic Books.
Schön, Donald A., and Martin Rein. 1994. Frame Reflection: Toward the Resolution of Intractable Policy Controversies. New York, New York, United States: Basic Books.
Schuler, Douglas, and Aki Namioka, ed. 1993. Participatory Design: Principles and Practices. Lawrence Erlbaum Associates.
Schunn, Christian D., and Kevin Dunbar. 1996. Priming, analogy, and awareness in complex reasoning. Memory & Cognition 24, no. 3:271-284.
Seybold, Patricia B. 2001. Get inside the lives of your customers. Harvard Business Review 79, no. 5:80-89.
Simmons, Annette. 2006. The Story Factor: Secrets of Influence From the Art of Storytelling. New York, New York, United States: Basic Books.
Simon, Herbert Alexander. 1969. The sciences of the artificial. Cambridge, Massachusetts, United States: MIT Press.
Simon, Herbert Alexander. 1973. The structure of ill-structured problems. Artificial Intelligence 4:181-201.
Sleeswijk Visser, Froukje, Remko Van Der Lugt, and Pieter Jan Stappers. 2007. Sharing User Experiences in the Product Innovation Process: Participatory Design Needs Participatory Communication. Creativity and Innovation Management 16, no. 1:35-45.
Smith-Jentsch, Kimberly A, John E Mathieu, and Kurt Kraiger. 2005. Investigating linear and interactive effects of shared mental models on safety and efficiency in a field setting. The Journal of applied psychology 90, no. 3:523-35.
Song, Shuang, and Alice M. Agogino. 2004. An Analysis of Designers’ Sketching Activities in New Product Design Teams. In Proceedings of the 16th International Conference on Design Theory and Methodology, Salt Lake City, Utah, United States.
Song, Shuang, Andy Dong, and Alice M. Agogino. 2003. Time Variation of Design “Story Telling” in Engineering Design Teams. In Proceedings of the 14th International Conference on Engineering Design, Stockholm, Sweden.
Sproull, Lee S., and Kay Ramsay Hofmeister. 1986. Thinking About Implementation. Journal of Management 12, no. 1:43-60.
Squires, Susan Elaine, and Bryan Byrne. 2002. Creating Breakthrough Ideas: The Collaboration of Anthropologists and. Westport, Connecticut, United States: Bergin & Garvey.
Stasser, Garold, and William Titus. 1985. Pooling of unshared information in group decision making: Biased information sampling during discussion. Journal of Personality and Social Psychology 48, no. 6:1467-1478.
Stocking, George W. Jr. 1983. The ethnographer’s magic: Fieldwork in British anthropology from Taylor to Malinowski. In Observers Observed: Essays on Ethnographic Fieldwork, Ed. George W. Jr. Stocking, 70-120, Madison, Wisconsin, United States: University of Wisconsin Press.
Stubblefield, William A. 1998. Patterns of change in design metaphor: a case study. In Proceedings of the SIGCHI conference on Human factors in computing systems, 73-80, Los Angeles, California, United States: ACM Press/Addison-Wesley Publishing Co. http://portal.acm.org/citation.cfm?id=274656 (Accessed May 4, 2008).
Stumpf, Simone C. 2001. Analysis and representation of rhetorical construction of understanding in design teams’ experiential learning. PhD, University of London.
Stumpf, Simone C., and Janet T. McDonnell. 2002. Talking about team framing: using argumentation to analyse and support experiential learning in early design episodes. Design Studies 23, no. 1:5-23.
Sutton, Robert I., and Andrew Hargadon. 1996. Brainstorming Groups in Context: Effectiveness in a Product Design Firm. Administrative Science Quarterly 41, no. 4:685-718.
Terra Media. 2008. Media quotations. Media quotations. http://www.terramedia.co.uk/quotations/Quotes_S.htm .
Ullman, David G. 1992. The mechanical design process. New York, New York, United States: McGraw-Hill.
Ulrich, Karl T., and Steven D. Eppinger. 1995. Product Design and Development. New York, New York, United States: McGraw-Hill.
Ulrich, Karl T., and Steven D. Eppinger. 2005. Product Design and Development. New York, New York, United States: McGraw-Hill.
Valkenburg, Rianne. 2000. The Reflective Practice in product design teams. PhD, Technical University of Delft, Delft, Netherlands.
Valkenburg, Rianne, and Kees Dorst. 1998. The reflective practice of design teams. Design Studies 19, no. 3:249-271.
Van Pelt, Alan P., and Jonathan H. G. Hey. 2006. Using Triz and Human-Centered Design for Consumer Product Development. In Proceedings European TRIZ Association (ETRIA) World Conference, Kortijk, Belgium.
Wai, Conrad, and Pete Mortensen. 2007. Persuasive Technologies Should Be Boring. In Persuasive Technology, 96-99, Heidelberg, Germany: Springer Berlin http://dx.doi.org/10.1007/978-3-540-77006-0_12 (Accessed May 5, 2008).
Wallas, Graham. 1926. The Art of Thought. New York, New York, United States: Harcourt, Brace and Company.
Waller, Mary J., Naina Gupta, and Robert C. Giambatista. 2004. Effects of Adaptive Behaviors and Shared Mental Models on Control Crew Performance. Manage. Sci. 50, no. 11:1534-1544.
Wegner, Daniel M. 1987. Transactive memory: A contemporary analysis of the group mind. In Theories of Group Behavior, Ed. Brian Mullen and George R. Goethals, 185-208, New York, New York, United States: Springer-Verlag.
Wegner, Daniel M., T. Giuliano, and P. Hertel. 1985. Cognitive Interdependence in Close Relationships. In Compatible and Incompatible Relationships, Ed. William John Ickes, 253-276, New York, New York, United States: Springer-Verlag.
Weick, Karl E. 1993. Organizational redesign as improvisation. In Organizational Change and Redesign: Ideas and Insights for Improving Performance, Ed. George P. Huber and William H. Glick, 450, New York, New York, United States: Oxford University Press.
Weick, Karl E. 1979. The Social Psychology of Organizing. New York, New York, United States: McGraw-Hill.
Whelton, Michael. 2004. The development of purpose in the project definition phase of construction projects - Implications for project management. PhD, University of California at Berkeley.
Whelton, Michael, and Glenn Ballard. 2002. Wicked problems in project definition. In Proceedings of the International Group for Lean Construction 10th Annual Conference, Brazil.
Wong, Alison H. 2008. The Product Design Process: A Graphic Novel. http://ahwong.com/comics.html.
Wright, Paul Kenneth. 2000. 21st Century Manufacturing. New Jersey, United States: Prentice Hall.
Wright, Peter, and John McCarthy. 2008. Empathy and experience in HCI. In Proceeding of the twenty-sixth annual SIGCHI conference on Human factors in computing systems, 637-646, Florence, Italy: ACM (Accessed May 5, 2008).
Yang, Maria C. 2007. Design Methods, Tools, and Outcome Measures: A Survey of Practitioners. In Proceedings of the 19th International Conference on Design Theory and Methodology, Las Vegas, Nevada, United States.
Yin, Robert K. 2003. Case Study Research: Design and Methods. Beverly Hills, California, United States: Sage Publications Inc.
Ylirisku, Salu, and Jacob Buur. 2007. Designing with Video: Focusing the User-Centred Design Process. Heidelberg, Germany: Springer Berlin.
Zirger, Billie Jo, and Modesto A. Maidique. 1990. A model of new product development: an empirical test. Management Science 36, no. 7:867-883.
© 2019 Jono Hey — firstname.lastname@example.org