Corporate Innovation & Entrepreneurship 

Objectives

LO1: Provides learning experience in design of new business models, methods and methodologies
LO2: Improves creative thinking
LO3: Makes use of prototype tools available for prototype different solutions
LO4: Teaches about business model design, leadership and project management in a practical challenge
LO5: Teaches about information technology and quantitative methods that relate to data creation, sharing, analysis to different validation phases
LO6: Makes use of the most important user experience and UI tools
LO7: Provides learning experiences in understanding how create different business models using a user centric approach
LO8: Makes learners aware of best practices on innovation field
LO9: Improves oral and visual communication skills

General characterization

Code

14201

Credits

4

Responsible teacher

Pedro Oliveira

Hours

Weekly - Available soon

Total - Available soon

Teaching language

Portuguese | English

Prerequisites

Available soon

Bibliography

1. Brown, T. (2009). Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation. Harper Business.
2. IDEO (2011). Human-Centered Design Toolkit: An Open-Source Toolkit To Inspire New Solutions in the Developing World. IDEO
3. Kumar, V. (2012). 101 Design Methods: A Structured Approach for Driving Innovation in Your Organization. John Wiley & Sons, Inc.Wiley, New Jersey.
4. Sawyer, R. (2012). Explaining Creativity: The Science of Human Innovation. Oxford University Press, New York.
5. Knapp, J.; Kowitz, B.; Zeratsky, J.(2016). Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days. Simon & Schuster, CA.
6. Osterwalder, A.; Pigneur, Y.; (2010) Business Model Generation: A Handbook for Visionaries, Game Changers, and Challengers. John Wiley and Sons.
7. Osterwalder, A.; Pigneur, Y.; Bernarda, G.; Smith, A.; Padakos, T. (2014) Value Proposition Design: How to Create Products and Services Customers Want, John Wiley and Sons, New Jersey.

Teaching method

Project Based Learning (PBL) during the five sessions in which students learn by actively engaging in real-world and personally projects. The professors accompanies group sessions to provide live feedback and encourage discussion.

Evaluation method

The assessment of this curricular unit is done together with the block of curricular units of the same area of knowledge. This assessment has 3 moments, which together define the final grade of the curricular unit:
• Individual exam with a weighting of 50% of the total mark
• Group work with a weighting of 35% of the total grade value
• Individual reflection-action exercise carried out at the end of the curricular unit, with a weighting of 15% of the total grade value. The set of individual action-reflection exercises is a journaling activity, which will constitute, at the end, a learning portfolio capable of synthesising the contributions of the Executive Master for that student.

Subject matter

C1: Business model design frameworks
C2: Customer Development Process
C3: Empathy, Understand, Framing and mapping a problem: different techniques and methods
C4: Diverge thinking: Ideation and sketch solutions techniques
C5: Decision tools
C6: Prototype: tools, UX and UI tool kits
C7: Validate and test: techniques, models and cases
C8: Pitching Ideas: oral and visual communication (storytelling and slide deck)

 

Programs

Programs where the course is taught: