Publicación:
El arte de innovar: design thinking para resolver desafíos reales

dc.contributor.authorParodi, Tobías Alfonso
dc.contributor.authorLópez Pereira, Jorge Mario
dc.contributor.authorMeléndrez Lázaro, Iván Darío
dc.date.accessioned2025-08-28T21:18:36Z
dc.date.available2025-08-28T21:18:36Z
dc.date.issued2025-08-28
dc.description.abstractEste libro es una guía práctica y reflexiva para entender y aplicar Design Thinking en negocios e ingeniería. No encontrarás teoría abstracta ni conceptos lejanos, sino herramientas concretas, historias inspiradoras y casos reales que demuestran cómo este enfoque ha impulsado algunas de las innovaciones más impactantes del mundo.spa
dc.description.editionPrimera edición
dc.description.tableofcontentsResumen........................................9
dc.description.tableofcontentsCapítulo 1: Empatía - Escuchar para innovar........................10
dc.description.tableofcontentsHerramientas prácticas para empatizar y resolver problemas.................................... 12
dc.description.tableofcontentsEjemplo práctico: Mapas de empatía en la creación de una app de transporte público.. 13
dc.description.tableofcontentsResultados y reflexión............................... 15
dc.description.tableofcontentsConclusión.................. 15
dc.description.tableofcontentsEjemplo práctico: Mejorando la experiencia en supermercados .......... 17
dc.description.tableofcontentsResultados y reflexión......................... 18
dc.description.tableofcontentsConclusión............................................... 19
dc.description.tableofcontentsEjemplo práctico: Mejorando la experiencia en el transporte público ............ 20
dc.description.tableofcontentsResultados y reflexión.................................... 22
dc.description.tableofcontentsConclusión.................................. 22
dc.description.tableofcontentsEjemplo práctico: Historias de usuario en el desarrollo de una plataforma de telemedicina....... 23
dc.description.tableofcontentsResultados y reflexión............... 24
dc.description.tableofcontentsConclusión..................................... 25
dc.description.tableofcontentsEjemplo práctico: Diseñando una experiencia de compra inclusiva en tiendas de autoservicio ...... 26
dc.description.tableofcontentsResultados y reflexión...... 27
dc.description.tableofcontentsConclusión.................................... 28
dc.description.tableofcontentsReferencias................................ 29
dc.description.tableofcontentsCapítulo 2: Definición - Del problema al desafío ....... 32
dc.description.tableofcontentsEjemplo práctico: Aumentar las ventas mejorando la experiencia del cliente.............. 34
dc.description.tableofcontentsResultados y reflexión........................ 35
dc.description.tableofcontentsConclusión................................ 35
dc.description.tableofcontentsEjemplo práctico: Solución pequeña para un proyecto a gran escala........36
dc.description.tableofcontentsResultados y reflexión................ 37
dc.description.tableofcontentsConclusión.................................. 38
dc.description.tableofcontentsEjemplo práctico: Educación para todos en comunidades rurales......... 38
dc.description.tableofcontentsResultados y reflexión.................... 40
dc.description.tableofcontentsEjemplo práctico: Reduciendo el ruido en los trenes bala............ 41
dc.description.tableofcontentsResultados y reflexión................................... 42
dc.description.tableofcontentsEjemplo práctico: Disminución de pasajeros en el transporte público ...... 43
dc.description.tableofcontentsResultados y reflexión...................... 43
dc.description.tableofcontentsCaso práctico: Solucionando el problema del reciclaje en la ciudad..... 47
dc.description.tableofcontentsEjemplo práctico: SCAMPER en acción en la industria alimentaria ........ 50
dc.description.tableofcontentsResultados y reflexión........................ 52
dc.description.tableofcontentsConclusión.................................. 52
dc.description.tableofcontentsEjemplo práctico: Aplicación de mapas mentales en el diseño de un servicio de movilidad urbana................................................................................................ 54
dc.description.tableofcontentsResultados y reflexión.......................... 55
dc.description.tableofcontentsConclusión......................................... 55
dc.description.tableofcontentsEjemplo práctico: Resolviendo el problema del desperdicio de alimentos con pensamiento lateral .............. 57
dc.description.tableofcontentsResultados y reflexión............... 58
dc.description.tableofcontentsConclusión................................ 58
dc.description.tableofcontentsEjemplo 1: Lanzamiento de un nuevo producto tecnológico.......... 60
dc.description.tableofcontentsResultados.............................. 61
dc.description.tableofcontentsEjemplo 2: Rediseño del transporte público en una ciudad .... 61
dc.description.tableofcontentsReflexión Final.................. 63
dc.description.tableofcontentsCapítulo 4: Prototipo - Haciendo tangible la innovación ................. 65
dc.description.tableofcontentsEl prototipado: Un puente entre la idea y la realidad................ 65
dc.description.tableofcontentsExplorando diferentes métodos de prototipado ............. 67
dc.description.tableofcontentsPrototipar es aprender................... 69
dc.description.tableofcontentsReferencias............................ 70
dc.description.tableofcontentsCapítulo 5: Evaluación - Aprender para perfeccionar ........ 71
dc.description.tableofcontentsHerramientas prácticas para la evaluación y retroalimentación .......... 73
dc.description.tableofcontentsCapítulo 6: Conclusiones y reflexiones finales ................. 77
dc.format.mimetypeapplication/pdf
dc.identifier.eisbn978-628-7808-09-6
dc.identifier.instnameUniversidad de Córdoba
dc.identifier.reponameRepositorio Universidad de Córdoba
dc.identifier.repourlhttps://repositorio.unicordoba.edu.co/
dc.identifier.urihttps://repositorio.unicordoba.edu.co/handle/ucordoba/9542
dc.language.isospa
dc.publisherFondo Editorial - Universidad de Córdoba
dc.publisher.placeMontería, Córdoba, Colombia
dc.relation.referencesReferencias Bittner, E., & Shoury, O. (2019). Designing automated facilitation for Design Thinking: A chatbot for supporting teams in the empathy map method. https://scholarspace.manoa.hawaii.edu/items/9a95fdf2-7bfb-4b14-93e9-792b3a3cf889
dc.relation.referencesHiguera, M., & Macías, J. A. (2023). Automatic Generation of Empathy Maps. Proceedings of the XXIII International Conference on Human Computer Interaction. https://dl.acm.org/doi/10.1145/3612783.3612802
dc.relation.referencesKahan, E., Insfrán, E., Genero, M., & Oliveros, A. (2023). Improving the Requirement Elicitation Process using Empathy Maps and Personas: A Quasi- Experiment. http://dx.doi.org/10.29327/1298356.26-2
dc.relation.referencesKim, H., Yi, P., & Ko, B. W. (2022). Deepening students' experiences with problem identification and definition in an empathetic approach: Lessons from a university design-thinking program. Journal of Applied Research in Higher Education. https://www.emerald.com/insight/content/doi/10.1108/jarhe-03-2022-0083/full/html
dc.relation.referencesPileggi, S. F. (2021). Knowledge interoperability and re-use in Empathy Mapping: an ontological approach. Expert Systems with Applications, 180, 115065. https://www.sciencedirect.com/science/article/abs/pii/S0957417421005066?via%3Di hub
dc.relation.referencesHoltzblatt, K., & Beyer, H. (2017). Principles of Contextual Inquiry. https://linkinghub.elsevier.com/retrieve/pii/B978012800894200003X Holtzblatt, K., Wendell, J., & Wood, S. (2005). The Contextual Inquiry Interview. https://www.sciencedirect.com/science/article/abs/pii/B9780123540515500057?via% 3Dihub
dc.relation.referencesWixon, D. R., Holtzblatt, K., & Knox, S. (1990). Contextual Design: An Emergent View of System Design. https://dl.acm.org/doi/10.1145/97243.97304
dc.relation.referencesHoltzblatt, K., & Jones, S. (1995). Conducting and Analyzing a Contextual Interview.https://www.sciencedirect.com/science/article/abs/pii/B9780080515748500 285?via%3Dihub
dc.relation.referencesLavallière, M., D'Ambrosio, L., Gennis, A., Burstein, A. A., Godfrey, K., Waerstad, H., Puleo, R. M., Lauenroth, A., & Coughlin, J. (2017). Walking a mile in another’s shoes: The impact of wearing an Age Suit. Gerontology & Geriatrics Education,38(2),171-187. https://www.tandfonline.com/doi/full/10.1080/02701960.2015.1079706
dc.relation.referencesSlivovsky, L., Liddicoat, A., Clark, C., Widmann, J., Mello, J., & Self, B. (2007). Enabling creativity in capstone design. Proceedings of the 2007 Annual Conference & Exposition. https://dl.acm.org/doi/10.1145/1496630.1496648
dc.relation.referencesAnkora, C., & Aju, D. (2022). Integrating User Stories in the Design of Augmented Reality Applications. International Journal of Information Technologies and Systems Approach. https://www.igi-global.com/gateway/article/304809
dc.relation.referencesHartson, R., & Pyla, P. (2019). UX Design Requirements: User Stories and Requirements. The UX Book. https://www.sciencedirect.com/science/article/abs/pii/B9780128053423000102
dc.relation.referencesMichailidou, I., Saucken, C. V., & Lindemann, U. (2013). How to Create a User Experience Story. https://link.springer.com/chapter/10.1007/978-3-642-39229-0_59
dc.relation.referencesQuesenbery, W., & Brooks, K. (2010). Storytelling For User Experience: Crafting Stories For Better Design.
dc.relation.referencesEren, G. (2022). Role-Playing Techniques as an Approach for Empathizing in the Design Process. Social Science Development Journal. https://www.ssdjournal.org/index.php/pub/article/view/323
dc.relation.referencesMatthews, M., Gay, G., & Doherty, G. (2014). Taking part: Role-Play in the Design of Therapeutic Systems. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. https://dl.acm.org/doi/10.1145/2556288.2557103
dc.relation.referencesSimsarian, K. (2003). Take it to the Next Stage: The Roles of Role-Playing in the Design Process. CHI '03 Extended Abstracts on Human Factors in Computing Systems. https://dl.acm.org/doi/10.1145/765891.766123
dc.relation.referencesWinter, D. (2016). Role-Play Exercises in User Experience-Driven Product Development. i-com, 15, 117-122. https://www.degruyter.com/document/doi/10.1515/icom-2016-0012/html
dc.relation.referencesVillamarín, D. (2024). Leidy Cuestas, la diseñadora industrial que cambia las vidas de niños con parálisis cerebral. ElPaís.com. https://elpais.com/america- colombia/branded/los-lideres-de-colombia/2024-12-05/leidy-cuestas-la-disenadora- industrial-que-cambia-las-vidas-de-ninos-con-paralisis-cerebral.html
dc.relation.referencesKorte, R., Smith, K., & Li, C. Q. (2018). The role of empathy in entrepreneurship: A core competency of the entrepreneurial mindset. Advances in Engineering Education. https://eric.ed.gov/?id=EJ1199603
dc.relation.referencesMontonen, T., Eriksson, P., Asikainen, I., & Lehtimäki, H. (2014). Innovation empathy: A framework for customer-oriented lean innovation. International Journal of Entrepreneurship and Innovation Management, 18, 368–381. https://www.inderscienceonline.com/doi/abs/10.1504/IJEIM.2014.064719
dc.relation.referencesPark, H. J., Cho, Y., & Lim, H. (2024). Developing college students’ creative problem-solving ability: The roles of empathy, prosocial motivation, and cultural differences. Creativity, Innovation and Entrepreneurship. https://openaccess.cms- conferences.org/publications/book/978-1-964867-01-4/article/978-1-964867-01-4_9
dc.relation.referencesBeyer, H., & Holtzblatt, K. (1998). Contextual design: Defining customer-centered systems. Morgan Kaufmann.
dc.relation.referencesCohn, M. (2010). User stories applied: For agile software development. Addison- Wesley Professional.
dc.relation.referencesDam, R. F., & Siang, T. Y. (2020). Design thinking: Understanding how designers think and work. MIT Press.
dc.relation.referencesIDEO. (2015). The field guide to human-centered design. IDEO.org.
dc.relation.referencesKolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. Prentice-Hall.
dc.relation.referencesAndrews, G. (2021). Spiral problem reframing: A new approach to product development. Journal of Product Innovation Management, 38(2), 256-273.
dc.relation.referencesBuzan, T. (2006). Mind maps for kids: How to study, think, learn, and remember. HarperCollins.
dc.relation.referencesDe Bono, E. (1970). Lateral thinking: A textbook of creativity. Ward Lock Educational.
dc.relation.referencesGordon, W. J. J. (1961). Synectics: The development of creative capacity. Harper & Row.
dc.relation.referencesHookway, P., Johansson, M., Svensson, M., & Heiden, M. (2019). Design thinking in healthcare: A systematic review. Design Studies, 62, 1-23.
dc.relation.referencesIDEO. (2015). The field guide to human-centered design. IDEO.org.
dc.relation.referencesKim, Y. (2020). The role of empathy in problem reframing: A study of engineering students. Journal of Engineering Education, 109(3), 345-362.
dc.relation.referencesMcGuire, M., & Putzell, E. (1989). A model for problem definition in technical communication. Technical Communication Quarterly, 4(1), 81-96.
dc.relation.referencesMensch, A. (2019). Problem reframing canvas: A practical tool for innovation. Business Horizons, 62(6), 795-805.
dc.relation.referencesOhno, T. (1988). Toyota production system: Beyond large-scale production. Productivity Press.
dc.relation.referencesUniversidad de Costa Rica. (2022). Árbol de problemas. Recuperado de https://designthinking.ucr.ac.cr/arbol-de-problemas/
dc.relation.referencesEberle, B. (1971). SCAMPER: Games for Imagination Development. Buffalo: DOK.
dc.relation.referencesBaumgardner, C. (2019). Gaining entrepreneurial insight through mind maps for innovation. International Journal for Innovation
dc.relation.referencesCheong, D., & Kong, K. (2007). Lateral thinking & mind-maps for idea generation in innovation and design.
dc.relation.referencesChen, J. (2008). The using of mind map in concept design. 9th International Conference on Computer-Aided Industrial Design and Conceptual Design. https://ieeexplore.ieee.org/document/4730739
dc.relation.referencesPeng, L.-M. (2019). Research on thinking process model of technological innovation in product design.
dc.relation.referencesPeng, M. (2019). Integrating Mind Maps into Design Thinking Processes. Journal of Creative Design, 15(2), 45-58.
dc.relation.referencesRao, M., & Chowdary, P. (2019). Geotechnical Engineering Through Mind Maps. https://link.springer.com/chapter/10.1007/978-981-13-0505-4_22
dc.relation.referencesBono, E. (1970). Lateral Thinking: A Textbook of Creativity. Penguin.
dc.relation.referencesBuljac, A., & Udc. (2015). Lateral Thinking: Creativity Step by Step.
dc.relation.referencesButler, S. A. (2010). Solving business problems using a lateral thinking approach. Management Decision, 48(1), 58-64.
dc.relation.referencesCheong, D., & Kong, K. (2007). Lateral Thinking & Mind-Maps for Idea Generation in Innovation and Design.
dc.relation.referencesRamakrishnan, P., Dhanavel, S. P., & Jasmine, S. (2016). Developing Communicative Competence of Tertiary Level Engineering Students through De Bono’s Lateral Thinking Tool Design. Research Journal of Humanities and Social Sciences, 7(3), 305-312.
dc.relation.referencesButler, D. (2010). Design Thinking. New York: HarperCollins.
dc.relation.referencesRamakrishnan, R., Dhanavel, S. P., & Jasmine, J. (2016). Lateral Thinking: An Overview. International Journal of Humanities and Social Science Invention, 5(6), 1-4. De Bono, E. (1985). Six Thinking Hats: An Essential Approach to Business Management. Little, Brown and Company.
dc.relation.referencesBadrun, M., & Syukur, M. (2024). The effect of structured ideation processes on creativity: A meta-analysis. Journal of Creative Behavior, 58(1), 123-145.
dc.relation.referencesBuzan, T. (2006). Mind maps for kids: How to study, think, learn, and remember. HarperCollins.
dc.relation.referencesDe Bono, E. (1970). Lateral thinking: A textbook of creativity. Ward Lock Educational.
dc.relation.referencesEberle, B. (1997). SCAMPER: Games for imagination development. Prufrock Press.
dc.relation.referencesGundry, L. K., Ofstein, L. F., & Monllor, J. (2016). Ideation and innovation in entrepreneurial teams. Journal of Business Venturing Insights, 6, 1-9.
dc.relation.referencesHorton, D., Runco, M. A., Reiter-Palmon, R., & Volk, S. (2011). Teaching ideation and innovation as a discipline: A case study. Creativity and Innovation Management, 20(2), 127-138.
dc.relation.referencesMatharu, G. (2017). Creativity and innovation: Inseparable twins. Journal of Management Development, 36(4), 402-414.
dc.relation.referencesObialo, D. C., & Akinjo, O. A. (2021). The role of idea generation in entrepreneurial success: Evidence from Nigeria. Journal of Small Business Management, 59(2), 287-306.
dc.relation.referencesOsborn, A. F. (1963). Applied imagination: Principles and procedures of creative thinking. Scribner.
dc.relation.referencesBasiurkina, N., Hrishchenko, A., & Laskaiev, O. (2022). Application of SCAMPER technique in the creative mechanism of business management. Ukrainian Journal of Applied Economics and Technology. http://ujae.org.ua/en/application-of-scamper- technique-in-the-creative-mechanism-of-business-management/
dc.relation.referencesEberle, B. (2023). SCAMPER. https://onlinelibrary.wiley.com/doi/10.1002/9781118258316.ch17
dc.relation.referencesKamis, A., Widihastuti, C., Kob, G., Hustvedt, N. M. S., Jamaluddin, R., & Bujeng, B. (2020). The effectiveness of SCAMPER techniques on creative thinking skills among fashion design vocational college students. Eurasian Journal of Biosciences.
dc.relation.referencesGallagher, L. (2017). The Airbnb Story: How Three Ordinary Guys Disrupted an Industry, Made Billions... and Created Plenty of Controversy. Houghton Mifflin Harcourt.
dc.relation.referencesHsieh, T. (2010). Delivering Happiness: A Path to Profits, Passion, and Purpose. Grand Central Publishing.
dc.relation.referencesLambert, F. (2016). Tesla Model 3 prototype spotted in the wild – design tweaks expected by production. https://electrek.co/2016/04/17/tesla-model-3-roundup- prototypes-spotted-in-the-wild-gallery/
dc.relation.referencesNASA. (2020). NASA Engineers Design New, Easy-to-Build Ventilator for COVID-19 Patients. NASA News. https://www.nasa.gov/centers-and-facilities/jpl/nasa-develops- covid-19-prototype-ventilator-in-37-days/
dc.relation.referencesNike. (2018). Nike Flyprint: The First 3D-Printed Textile Upper in Performance Footwear.
dc.relation.referencesRevolut. (2021). How Revolut Uses Design Thinking for a Better User Experience.
dc.relation.referencesAdams, C., & Nash, J. (2016). Exploring design thinking practices in evaluation. Journal of Multidisciplinary Evaluation, 12(12), 12-17.
dc.relation.referencesAjayi, M., & Smart, P. (2008). Innovation and learning: Exploring feedback from service to design. Journal of Engineering Manufacture, 222(10), 1195-1199.
dc.relation.referencesBordass, B., & Leaman, A. (2005). Making feedback and post-occupancy evaluation routine: A portfolio of feedback techniques. Building Research & Information, 33(4), 347-352.
dc.relation.referencesModrzejewska, D. (2020). The impact of design thinking on innovativeness of an organization and personal creativity of its employees. Informatyka Ekonomiczna, 18(2), 1-10.
dc.relation.referencesSchut, A., Van Mechelen, M., Klapwijk, R., Gielen, M., & De Vries, M. (2020). Towards constructive design feedback dialogues: Guiding peer and client feedback to stimulate children’s creative thinking. International Journal of Technology and Design Education, 32(1), 99-127.
dc.relation.referencesMicrosoft. (s.f.). Pruebas de facilidad de uso para complementos de Office. https://learn.microsoft.com/es-es/office/dev/add-ins/develop/usability-testing
dc.relation.referencesNelio Software. (2021). 65 Ejemplos de cómo ayudan las pruebas A/B a las grandes empresas. https://neliosoftware.com/es/blog/ejemplos-pruebas-ab-grandes-empresas/
dc.relation.referencesRoXperience. (2019). Caso Estudio: IKEA. Recuperado de https://roxperience.com/caso-estudio-ikea/
dc.relation.referencesHubSpot. (2018). Encuesta de satisfacción del cliente: cómo hacerla y ejemplos. https://blog.hubspot.es/service/encuesta-satisfaccion-cliente
dc.rightsCopyright Universidad de Córdoba, 2025
dc.rights.accessrightsinfo:eu-repo/semantics/openAccess
dc.rights.coarhttp://purl.org/coar/access_right/c_abf2
dc.rights.licenseAtribución-NoComercial-SinDerivadas 4.0 Internacional (CC BY-NC-ND 4.0)
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subject.lcshInnovaciones tecnológicasspa
dc.titleEl arte de innovar: design thinking para resolver desafíos reales
dc.typeLibro
dc.type.coarhttp://purl.org/coar/resource_type/c_2f33
dc.type.coarversionhttp://purl.org/coar/version/c_ab4af688f83e57aa
dc.type.contentText
dc.type.driverinfo:eu-repo/semantics/book
dc.type.redcolhttp://purl.org/redcol/resource_type/LIB
dc.type.versioninfo:eu-repo/semantics/acceptedVersion
dspace.entity.typePublication
Archivos
Bloque original
Mostrando 1 - 2 de 2
Cargando...
Miniatura
Nombre:
El arte de innovar: design thinking para resolver desafíos reales.pdf
Tamaño:
2.89 MB
Formato:
Adobe Portable Document Format
No hay miniatura disponible
Nombre:
Autorización Publicación.pdf
Tamaño:
408.27 KB
Formato:
Adobe Portable Document Format
Bloque de licencias
Mostrando 1 - 1 de 1
No hay miniatura disponible
Nombre:
license.txt
Tamaño:
15.18 KB
Formato:
Item-specific license agreed upon to submission
Descripción:
Colecciones